GG2/Ky Kiske: Difference between revisions

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======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{Overview
{{Overview
|overview=Despite what Ky normally is in Guilty Gear, he strays very far from the role of a shoto in this game. While Ky's loopable strings can be powerful many of them are punishable or don't combo. Doing even basic combos and blockstrings as Ky requires knowing how his various normals uniquely string together (as an example, Trying to press {{clr|2|5XXX}} with Ky isn't a combo on Masters unless you hit them in the back, from the front he must do something like {{clr|2|5X}} > {{clr|2|~2X}} > {{clr|2|~4X}} > {{clr|2|~6X}} > {{clr|2|*2X}} > {{clr|3|j.c}} > {{clr|3|j.5XXX}} instead).  
|overview=Despite what Ky normally is in Guilty Gear, he strays very far from the role of a shoto in this game. While Ky's loopable strings can be powerful many of them are punishable or don't combo. Doing even basic combos and blockstrings as Ky requires knowing how his various normals uniquely string together (as an example, Trying to press {{clr|2|5XXX}} with Ky isn't a combo on Masters unless you hit them in the back, from the front he must do something like <span class="input-badge">{{clr|2|5X}} > {{clr|2|~2X}} > {{clr|2|~4X}} > {{clr|2|~6X}} > {{clr|2|~2X}} > {{clr|3|j.c}} > {{clr|3|j.5XXX}}</span> instead).  


Ky's primary weakness is his lack of high damage AoE attacks outside his purchasable Skill 'Charged Stun Edge' which leaves him reliant on Tension if he wants to quickly clear crowds mid/late game. Illyria also has the strongest yet most expensive Servants. While this allows Ky to rely on his Tribe for killing Servants, Ky has to be smart about how he places them around the map while defending them as well as each one is a large investment.
Ky's primary weakness is his lack of high damage AoE attacks outside his purchasable Skill 'Charged Stun Edge' which leaves him reliant on Tension if he wants to quickly clear crowds mid/late game. Illyria also has the strongest yet most expensive Servants. While this allows Ky to rely on his Tribe for killing Servants, Ky has to be smart about how he places them around the map while defending them as well as each one is a large investment.




Ky has access to some crazy setups, some very good damage, and one of the only other functional {{keyword|DP}}s in Vapor Thrust, granted it's {{keyword|armor}} rather than {{keyword|invul}} in this game. He's Sol's rival for a reason.  
Ky has access to some crazy setups, some very good damage, and one of the only other functional {{keyword|DP}}s in Vapor Thrust, granted it's {{keyword|armor}} rather than {{keyword|}} in this game. He's Sol's rival for a reason.  


'''Ky Kiske is unlocked by completing the Campaign on any difficulty.'''
'''Ky Kiske is unlocked by completing the Campaign on any difficulty.'''
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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="F5X"
|where=chara="{{SUBPAGENAME}}" and input="F5X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="F5XX"
|where=chara="{{SUBPAGENAME}}" and input="F5XX"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="F5XXX"
|where=chara="{{SUBPAGENAME}}" and input="F5XXX"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="F8X"
|where=chara="{{SUBPAGENAME}}" and input="F8X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="2X"
|where=chara="{{SUBPAGENAME}}" and input="2X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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Follow-ups:
Follow-ups:
* {{color|2|5X}} can be {{keyword|link}}ed into from due to {{color|2|2X}}'s long hitstun. Just be careful not to hit 5X to fast or you get 2XX  
* {{color|2|5X}} can be {{keyword|link}}ed into from due to {{color|2|2X}}'s long hitstun. Just be careful not to hit {{color|2|5X}} to fast or you get {{color|2|2XX}}
* {{color|2|2XX}} is a move that looks exactly like one his Forward Kick followup but isn't.
* {{color|2|2XX}} is a move that looks exactly like one his Forward Kick followup but isn't.


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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow,
|where=chara="{{SUBPAGENAME}}" and input="2XX"
|where=chara="{{SUBPAGENAME}}" and input="2XX"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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You will probably only get this on accident while trying to link {{color|2|2X}} into {{color|2|5X}}. If so at least {{color|2|2XX}} still combos but you aren't getting anything else off of this without Modern Cancel.
You will probably only get this on accident while trying to link {{color|2|2X}} into {{color|2|5X}}. If so at least {{color|2|2XX}} still combos but you aren't getting anything else off of this without Modern Cancel.


This move looks exactly like [[GG2/Ky_Kiske#Forward Kick|Forward Kick]] but don't be fooled it does less damage and has no followups
This move looks exactly like [[GG2/Ky_Kiske#Forward Kick|Forward Kick]] but don't be fooled it does less damage and has no follow-ups. However if this manages to hit you can {{link
{{CloseCard}}
{{CloseCard}}


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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow,
|where=chara="{{SUBPAGENAME}}" and input="4X"
|where=chara="{{SUBPAGENAME}}" and input="4X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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==== ====
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
<!--Insert text below the =s and above the {{CloseCard}}-->
Ky thrusts his sword forward while leaning forward. A low reward poke even when Modern Canceled.
Ky thrusts his sword forward while leaning forward. A low reward poke even when {{clr|1|Modern Canceled}}.


This move doesn't have any followups.
This move doesn't have any followups.
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==Starters==
==Starters==
These moves all start Ky's looping strings but cannot be looped back into as a followup.
These moves all start Ky's looping strings but cannot be looped back into as a followup.
{{color|3|'''Green'''}} text will be used to make it easier to find routes that can {{color|3|'''combo'''}} on Masters.
{{color|4|'''Red'''}} text will be used to make it easier to find routes that do {{color|4|'''not combo'''}}  on Masters and instead probably {{keyword|frame trap}} or combo Servants well.


===<big>{{clr|2|5X}}</big>===
===<big>{{clr|2|5X}}</big>===
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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="5X"
|where=chara="{{SUBPAGENAME}}" and input="5X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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* {{color|2|~2X}} for [[GG2/Ky_Kiske#Vacuum|Vacuum]] which can {{color|3|'''combo'''}}  on Masters if you are close enough. This is used in Ky's high damage BnBs.
* {{color|2|~2X}} for [[GG2/Ky_Kiske#Vacuum|Vacuum]] which can {{color|3|'''combo'''}}  on Masters if you are close enough. This is used in Ky's high damage BnBs.
* {{color|2|~5X}} for [[GG2/Ky_Kiske#Forward Kick|Forward Kick]] which does {{color|4|'''not combo'''}} on Masters.  
* {{color|2|~5X}} for [[GG2/Ky_Kiske#Forward Kick|Forward Kick]] which does {{color|4|'''not combo'''}} on Masters.  
* {{color|2|~6X}} for [[GG2/Ky_Kiske#Heavy Slash|Heavy Slash]] which can {{color|3|'''combo'''}} on Masters. This is used at ranges where 2X would whiff.
* {{color|2|~6X}} for [[GG2/Ky_Kiske#Heavy Slash|Heavy Slash]] which can {{color|3|'''combo'''}} on Masters. This is used at ranges where {{color|2|~2X}} would whiff.
{{CloseCard}}
{{CloseCard}}


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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="4X"
|where=chara="{{SUBPAGENAME}}" and input="4X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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==== ====
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
<!--Insert text below the =s and above the {{CloseCard}}-->
Ky quickly swings his in an arc from his Left side to right in front of him.
Ky quickly swings his in an arc from his Left side to right in front of him.Does not hit enemies behind or on Ky's left side like {{clr|2|F5X}} or {{clr|2|~6X Heavy Slash}} do. Enemies to Ky's front left are still in range though.


Follow-ups:
Follow-ups:
* {{color|2|~2X}} for [[GG2/Ky_Kiske#Vacuum|Vacuum]] which can {{color|3|'''combo'''}} on Masters' if you are close enough.
* {{color|2|~2X}} for [[GG2/Ky_Kiske#Vacuum|Vacuum]] which can {{color|3|'''combo'''}} on Masters if you are close enough. This is used for Ky's high damage BnBs
* {{color|2|~6X}} for [[GG2/Ky_Kiske#Grand Vortex|Grand Vortex]] which does {{color|4|'''not combo'''}} on Masters but is good for combos on Servants.
* {{color|2|~6X}} for [[GG2/Ky_Kiske#Grand Vortex|Grand Vortex]] which does {{color|4|'''not combo'''}} on Masters but is good for combos on Servants.
* {{color|2|~8X}} for [[GG2/Ky_Kiske#Double Slash|Double Slash]] which can {{color|3|'''combo'''}} on Masters at ranges ~2X won't
* {{color|2|~8X}} for [[GG2/Ky_Kiske#Double Slash|Double Slash]] which can {{color|3|'''combo'''}} on Masters at ranges ~2X won't.
{{CloseCard}}
{{CloseCard}}


===<big>{{clr|2|6X}}</big>===
===<big>{{clr|2|6X}}</big>===
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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="6X"
|where=chara="{{SUBPAGENAME}}" and input="6X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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==Looping Strings==
==Looping Strings==
Note: Though these moves loop infinitely there are no infinite combos on Masters. Take into account that eventually all grounded combos launch and all air combos the opponent can eventually tech when the combo scales high enough.
Note: Though these moves loop infinitely there are no infinite combos on Masters. Take into account that eventually all grounded combos launch and all air combos the opponent can eventually tech when the combo scales high enough.
{{color|3|'''Green Bold'''}} text will be used to make it easier to find routes that can {{color|3|'''combo'''}} on Masters.
{{color|4|'''Red Bold'''}} text will be used to make it easier to find routes that do {{color|4|'''not combo'''}} on Masters and instead probably {{keyword|frame trap}} or combo Servants well.


===<big>Far Slash</big>===
===<big>Far Slash</big>===
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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and Name="Far Slash"
|where=chara="{{SUBPAGENAME}}" and Name="Far Slash"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and name="Forward Heavy Slash"
|where=chara="{{SUBPAGENAME}}" and name="Forward Heavy Slash"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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* {{color|2|~2X}} for [[GG2/Ky_Kiske#Vacuum|Vacuum]] which can {{color|3|'''combo'''}} on Masters if you are close enough.
* {{color|2|~2X}} for [[GG2/Ky_Kiske#Vacuum|Vacuum]] which can {{color|3|'''combo'''}} on Masters if you are close enough.
* {{color|2|~6X}} for [[GG2/Ky_Kiske#Grand Vortex|Grand Vortex]] which does {{color|4|'''not combo'''}} on Masters but is good for combos on Servants.
* {{color|2|~6X}} for [[GG2/Ky_Kiske#Grand Vortex|Grand Vortex]] which does {{color|4|'''not combo'''}} on Masters but is good for combos on Servants.
* {{color|2|~8X}} for [[GG2/Ky_Kiske#Double Slash|Double Slash]] which can {{color|3|'''combo'''}} on Masters at ranges ~2X won't
* {{color|2|~8X}} for [[GG2/Ky_Kiske#Double Slash|Double Slash]] which can {{color|3|'''combo'''}} on Masters at ranges {{clr|2|~2X}} won't
{{CloseCard}}
{{CloseCard}}


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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and name="Heavy Slash"
|where=chara="{{SUBPAGENAME}}" and name="Heavy Slash"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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==== ====
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
<!--Insert text below the =s and above the {{CloseCard}}-->
Follow-Ups:
* {{color|2|~2X}} for [[GG2/Ky_Kiske#Dust|Dust]] which does {{color|4|'''not combo'''}} on Masters.
* {{color|2|~2X}} for [[GG2/Ky_Kiske#Dust|Dust]] which does {{color|4|'''not combo'''}} on Masters.
* {{color|2|~8X}} for [[GG2/Ky_Kiske#Double Slash|Double Slash]] which can {{color|3|'''combo'''}} on Masters.
* {{color|2|~8X}} for [[GG2/Ky_Kiske#Double Slash|Double Slash]] which can {{color|3|'''combo'''}} on Masters.
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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and name="Grand Vortex"
|where=chara="{{SUBPAGENAME}}" and name="Grand Vortex"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
Line 450: Line 459:
Follow-ups:
Follow-ups:
* {{color|2|~2X}} for [[GG2/Ky_Kiske#Dust|Dust]] which can {{color|3|'''combo'''}} and is used in Ky's BnBs due to being jump cancelable.
* {{color|2|~2X}} for [[GG2/Ky_Kiske#Dust|Dust]] which can {{color|3|'''combo'''}} and is used in Ky's BnBs due to being jump cancelable.
* {{color|2|~5X}} for [[GG2/Ky_Kiske#Forward Kick|Forward Kick]] which can {{color|3|'''combo'''}} but result in the opponent being able to instantly tech.   
* {{color|2|~5X}} for [[GG2/Ky_Kiske#Forward Kick|Forward Kick]] which can {{color|3|'''combo'''}} but results in the opponent being able to instantly tech.   
{{CloseCard}}
{{CloseCard}}


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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and name="Vacuum"
|where=chara="{{SUBPAGENAME}}" and name="Vacuum"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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===<big>Forward Kick</big>===
===<big>Forward Kick</big>===
<span class="input-badge">'''{{clr|2|~2X/~5X}}'''</span>
<span class="input-badge">'''{{clr|2|~5X}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
<tabber>
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines"><!--- Rojo Hou (editor note_: This picture's name has ~2X in it because I thought at the time it was done with ~2X I didn't know 2XX was different. Maybe delete it and reupload later--->
GG2_Ky_Kick~2X.png |  
GG2_Ky_Kick~2X.png |  
</gallery>
</gallery>
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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and name="Forward Kick"
|where=chara="{{SUBPAGENAME}}" and name="Forward Kick"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
Line 535: Line 544:
|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and name="Dust"
|where=chara="{{SUBPAGENAME}}" and name="Dust"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
Line 552: Line 561:
* {{color|2|~2X}} for [[GG2/Ky_Kiske#Vacuum|Vacuum]] which can {{color|3|'''combo'''}} on Masters if you are close enough.
* {{color|2|~2X}} for [[GG2/Ky_Kiske#Vacuum|Vacuum]] which can {{color|3|'''combo'''}} on Masters if you are close enough.
* {{color|2|~6X}} for [[GG2/Ky_Kiske#Grand Vortex|Grand Vortex]] which does {{color|4|'''not combo'''}} on Masters.
* {{color|2|~6X}} for [[GG2/Ky_Kiske#Grand Vortex|Grand Vortex]] which does {{color|4|'''not combo'''}} on Masters.
* Jump Cancel to {{color|3|'''combo'''}} into {{Color|1|j.5XXX}}
* Jump Cancel to {{color|3|'''combo'''}} into {{Color|3|j.5XXX}}


{{CloseCard}}
{{CloseCard}}
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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and name="Double Slash"
|where=chara="{{SUBPAGENAME}}" and name="Double Slash"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
Line 582: Line 591:


Follow-ups:
Follow-ups:
* {{color|2|~2X}} for [[GG2/Ky_Kiske#Dust|Dust]] which does {{color|4|'''not combo'''}}} on Masters. Used to help Guard Break if you are feeling confident the enemy will try to block.
* {{color|2|~2X}} for [[GG2/Ky_Kiske#Dust|Dust]] which does {{color|4|'''not combo'''}} on Masters. Used to help Guard Break if you are feeling confident the enemy will try to block.
* {{color|2|~4X}} for [[GG2/Ky_Kiske#Far Slash|Far Slash]] which can {{color|3|'''combo'''}} on Masters if you manage to hit them in the back.
* {{color|2|~4X}} for [[GG2/Ky_Kiske#Far Slash|Far Slash]] which can {{color|3|'''combo'''}} on Masters if you manage to hit them in the back.
* Both hits of {{color|2|Double Slash (~2X)}} are Step Cancelable allowing a reset back to neutral or step left to pretend like you are going for {{color|2|Far Slash (~2X)}}
* Both hits of {{color|2|Double Slash (~8X)}} are Step Cancelable allowing a reset back to neutral or step left to pretend like you are going for {{color|2|Far Slash (~2X)}}
{{CloseCard}}
{{CloseCard}}


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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="j5X"
|where=chara="{{SUBPAGENAME}}" and input="j5X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
Line 632: Line 641:
|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="j5XX"
|where=chara="{{SUBPAGENAME}}" and input="j5XX"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="j5XXX"
|where=chara="{{SUBPAGENAME}}" and input="j5XXX"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="j8X"
|where=chara="{{SUBPAGENAME}}" and input="j8X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
{{MoveDataHeader-GG2s}}
|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="5Y"
|where=chara="{{SUBPAGENAME}}" and input="5Y"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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<!--Insert text below the =s and above the {{CloseCard}}-->
<!--Insert text below the =s and above the {{CloseCard}}-->
A solid projectile attack. Helps in neutral and in some combos.
A solid projectile attack. Helps in neutral and in some combos.
Has a fairly high stun value (4 stun edges will stun someone who has no stun damage currently). Probably useful in 2v1 situations where other characters also have high stun moves.
{{CloseCard}}
{{CloseCard}}


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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
{{MoveDataHeader-GG2s}}
|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="8Y"
|where=chara="{{SUBPAGENAME}}" and input="8Y"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
{{MoveDataHeader-GG2s}}
|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="8YY"
|where=chara="{{SUBPAGENAME}}" and input="8YY"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
{{MoveDataHeader-GG2s}}
|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="4Y/6Y"
|where=chara="{{SUBPAGENAME}}" and input="4Y/6Y"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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==== ====
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
<!--Insert text below the =s and above the {{CloseCard}}-->
Ky hops diagonally forward toward the left or right depending 4 or 6 input; then Ky summons a pillar of lightning at his new location. Has good untech time for advanced juggle combos.


Spacing to hit the opponent in front of you is to switch from Lock-on to Free-Lock then sidestep and performing it should hit in front of where you side steped from.
{{CloseCard}}
{{CloseCard}}


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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
{{MoveDataHeader-GG2s}}
|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="j5Y"
|where=chara="{{SUBPAGENAME}}" and input="j5Y"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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{{CloseCard}}
{{CloseCard}}


=Overdrive=
=Overdrive=


===<big>{{clr|2|X}}+{{clr|3|A}} Ride the Lightning</big>===
===<big>{{clr|2|X}}+{{clr|3|A}} Ride the Lightning</big>===
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
{{MoveDataHeader-GG2s}}
|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and input="X+A"
|where=chara="{{SUBPAGENAME}}" and input="X+A"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
{{MoveDataHeader-GG2s}}
|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and name="Charged Stun Edge"
|where=chara="{{SUBPAGENAME}}" and name="Charged Stun Edge"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Ky_Divine-Gaze.png |
GG2_Ky_Divine-Gaze.png | Shows before and after move was used on injured 3 [[GG2/Tribes#Basic_Servants_2|Gauntlet Body]] Servants. Only one stayed for EXP burst.
</gallery>
</gallery>
</tabber>
</tabber>
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
{{MoveDataHeader-GG2s}}
|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and name="Divine Gaze"
|where=chara="{{SUBPAGENAME}}" and name="Divine Gaze"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
}}
|}
|}
Grants units EXP but the move has a long wind up before a burst that spreads EXP across nearby units so you want to mainly use while only standing near Ky's Elite Servants.


Also heals but the healing is negligible. The Healing is actually a regeneration status effect granted to units during the casting that persists for a small time.


{{CloseCard}}
{{CloseCard}}


===<big>Soul Diver</big>===
===<big>Soul Diver</big>===
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
{{MoveDataHeader-GG2s}}
|-
|-
{{#cargo_query:tables=MoveData_GG2
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|fields=damage,guardDmg,downAttack,otg,stepCancelWindow
|where=chara="{{SUBPAGENAME}}" and name="Soul Diver"
|where=chara="{{SUBPAGENAME}}" and name="Soul Diver"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
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{{CloseCard}}
{{CloseCard}}


==Navigation==
==Navigation==
{{#lst:Guilty Gear 2 -Overture-/Navigation}}
{{#lst:Guilty Gear 2 -Overture-/Navigation}}

Revision as of 19:26, 7 October 2022


Overview
Overview

Despite what Ky normally is in Guilty Gear, he strays very far from the role of a shoto in this game. While Ky's loopable strings can be powerful many of them are punishable or don't combo. Doing even basic combos and blockstrings as Ky requires knowing how his various normals uniquely string together (as an example, Trying to press 5XXX with Ky isn't a combo on Masters unless you hit them in the back, from the front he must do something like 5X > ~2X > ~4X > ~6X > ~2X > j.c > j.5XXX instead).

Ky's primary weakness is his lack of high damage AoE attacks outside his purchasable Skill 'Charged Stun Edge' which leaves him reliant on Tension if he wants to quickly clear crowds mid/late game. Illyria also has the strongest yet most expensive Servants. While this allows Ky to rely on his Tribe for killing Servants, Ky has to be smart about how he places them around the map while defending them as well as each one is a large investment.


Ky has access to some crazy setups, some very good damage, and one of the only other functional DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s in Vapor Thrust, granted it's armor A property which lets a move continue when hit by a set number of moves (usually taking reduced damage). rather than This keyword does not have an entry in the Glossary in this game. He's Sol's rival for a reason.

Ky Kiske is unlocked by completing the Campaign on any difficulty.

 Ky Kiske  Ky Kiske is a character with damaging combos, strong mix ups, and good neutral but lacks AoE damage compared to what most other characters can do.

Pros
Cons
  • Strong Combos: While not as damaging as Sol, Ky's routing is consistent. So long as he knows how to convert the hit that he gets, he can make anything hurt.
  • Specials: Every single one of Ky's Specials is phenomenal. Stun Edge is a great combo tool and poke against Masters, Vapor Thrust is high damage and leads to a MC for an air combo, Stun Dipper is a good MC point while the second hit ends combos, and Holy Brand allows Ky to control crowds while simultaneously fighting an enemy Master. Every move he has serves a purpose.
  • Conserves Tension: If Ky is willing to give up damage, both Stun Edge and Stun Dipper (1st hit) cost less than a normal Special and let Ky save his Tension for a better hit later on in the same fight. As such, Ky generally has more longevity than other fighters, and can bounce between multiple consecutive battles more easily.
  • Ride the Lightning: If Tyrant Rave is the best single-target Overdrive, this is the best multi-target Overdrive. Not only does Ride the Lightning inflict massive damage on hit, it pushes through an insane amount of enemies, allowing Ky to wipe out entire roads of Servants if he angles it properly. While it is difficult to combo into, Ky isn't a stranger to this.
  • Cheap as Hell: Ky can easily Guard Break the opponent with his blockstrings. He also has the most ways to get behind someone during pressure and hit them from angles they can't block. Combine that with Ky's good neutral game and the opponent won't want to be anywhere near Ky.
  • Close-range Combos: Ky's high damage combos are very range-dependent. Moves that help Ky close the gap often need a good chunk of meter to convert off of.
  • Low AoE Damage: By virtue of his combos involving him spinning around a single opponent Ky has trouble dealing with large numbers of enemy troops as quickly as other characters can. Both his Overdrive 'Ride the Lightning" and his Skill 'Charged Stun Edge' help patch this hole in his kit, but they are expensive and situational.
  • Illyria: While Illyria has the strongest Servants of any Tribe they are also the most expensive. This combined with Ky's lack of AoE damage means Ky has to focus on defending them or else Ky won't be able to keep up with his opponent.
Ky Kiske
GG2 Ky Portrait.png
Health
500
Skills
Charged Stun Edge, Divine Gaze, Soul Diver
Tribe
Illyria

Lock-Off Attacks

These are all basically worse versions of Ky's lock on moves. F8X might be useful for it's high guard damage and as a jump cancelable launcher.

F5X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
22 Low No No Jump, Forward, Side & Back

F5XX

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
30 Low No No Jump, Forward, Side & Back

F5XXX

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
37 Low No No Jump, Forward, Side & Back


F5X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
82 High Yes Normal Jump, Side & Back

Lock-On Attacks

The three moves bellow are entirely separate from Ky's looping strings.


2X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
30 ? No No Jump, Side & Back

Ky hits the enemy with his Elbow for high hitstun When a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. One of the fastest moves in the game and a staple part of Ky's close range pressure.

Follow-ups:

  • 5X can be link To perform a second action after the first action completely finishes its animation.ed into from due to 2X's long hitstun. Just be careful not to hit 5X to fast or you get 2XX
  • 2XX is a move that looks exactly like one his Forward Kick followup but isn't.

2XX

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
39 ? No No Side & Back

Ky takes a step forward and does a kick like his 6K from older Guilty Gear games.

You will probably only get this on accident while trying to link 2X into 5X. If so at least 2XX still combos but you aren't getting anything else off of this without Modern Cancel.

This move looks exactly like Forward Kick but don't be fooled it does less damage and has no follow-ups. However if this manages to hit you can {{link

8X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
72 Medium No No Side & Back

Ky thrusts his sword forward while leaning forward. A low reward poke even when Modern Canceled.

This move doesn't have any followups.

Starters

These moves all start Ky's looping strings but cannot be looped back into as a followup.

Green text will be used to make it easier to find routes that can combo on Masters.

Red text will be used to make it easier to find routes that do not combo on Masters and instead probably frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. or combo Servants well.

5X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
57 Low Yes No Jump, Side & Back

Ky swings his sword over his head.

Follow-ups:

  • ~2X for Vacuum which can combo on Masters if you are close enough. This is used in Ky's high damage BnBs.
  • ~5X for Forward Kick which does not combo on Masters.
  • ~6X for Heavy Slash which can combo on Masters. This is used at ranges where ~2X would whiff.

4X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
72 Medium No No Side & Back

Ky quickly swings his in an arc from his Left side to right in front of him.Does not hit enemies behind or on Ky's left side like F5X or ~6X Heavy Slash do. Enemies to Ky's front left are still in range though.

Follow-ups:

  • ~2X for Vacuum which can combo on Masters if you are close enough. This is used for Ky's high damage BnBs
  • ~6X for Grand Vortex which does not combo on Masters but is good for combos on Servants.
  • ~8X for Double Slash which can combo on Masters at ranges ~2X won't.

6X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
39 1 No No Side & Back

Ky does a short hop right-forward does a spinning slash. Useful for closing the gap to the opponent but needs meter for combos on the enemy Master.

One of Ky's better techniques for dealing damage to multiple Servants as the Hitbox is a small circle around Ky as he moves.

Follow-ups:

  • ~2X for Vacuum which does not combo on Masters.
  • ~5X for Forward Kick which does not combo on Masters.

Looping Strings

Note: Though these moves loop infinitely there are no infinite combos on Masters. Take into account that eventually all grounded combos launch and all air combos the opponent can eventually tech when the combo scales high enough.

Green Bold text will be used to make it easier to find routes that can combo on Masters.

Red Bold text will be used to make it easier to find routes that do not combo on Masters and instead probably frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. or combo Servants well.


Far Slash

~4X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
68 ? No No Side

Ky does a hop left an does a attack that looks identical to 8X.

Follow-Ups:

  • ~2X for Dust does not combo on grounded Masters. Mostly for Guard Break setups.
  • ~6X for Grand Vortex which can combo on Masters only if it hits from behind which is useful for Ky's BnBs.
  • ~8X for Double Slash which can combo on Masters.

Forward Heavy Slash

~4X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
57 ? No No Jump, Forward & Back

Follow-ups:

  • ~2X for Vacuum which can combo on Masters if you are close enough.
  • ~6X for Grand Vortex which does not combo on Masters but is good for combos on Servants.
  • ~8X for Double Slash which can combo on Masters at ranges ~2X won't

Heavy Slash

~6X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
37 ? No No Jump, Forward, Back & Side

Follow-Ups:

  • ~2X for Dust which does not combo on Masters.
  • ~8X for Double Slash which can combo on Masters.

Grand Vortex

~6X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
65 Meduim No Normal Side

Moves forward and to the right of his opponent doing a long swing of his sword that stays active the whole time.

If this move hits it will launch an opponent just high enough for either of the two follow-ups to combo.

Follow-ups:

  • ~2X for Dust which can combo and is used in Ky's BnBs due to being jump cancelable.
  • ~5X for Forward Kick which can combo but results in the opponent being able to instantly tech.

Vacuum

~2X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
45 Heavy No No Side & Back

Ky reaches forth casting a spell that pulls the opponent towards him. A very powerful combo tool. More situationally used guard break setups as well.

Be careful not to get predictable with it as it isn't tight in blockstrings without help. If you whiff you can't cancel into anything and the recovery is punishable.

Follow-Ups(only on hit):

  • ~4X for Far Slash which can combo on Masters and is used for Ky's BnBs
  • ~6X for Heavy Slash which can combo on Masters.
  • ~8X for Forward Kick which can combo on Masters.

Forward Kick

~5X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
43 Low No No Side & Back

Ky steps forward and Kicks like his 6K from other Guilty Gear titles.

Follow-ups

  • ~5X for Double Slash which does not combo on Masters but is good for combos on Servants.
  • ~4X for Forward Heavy Slash which does not combo on Masters but is good for combos on Servants.

Dust

~2X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
75 Medium Yes Normal Jump, Side & Back

A jump cancelable Launcher which also does high guard damage on block.

Due to it's position at the end of strings there are many ways to use this to Guard Break someone.

Like Dust in every other Guilty Gear it will leave a gap in blockstrings which the opponent can mash out of.

Follow-ups:

  • ~2X for Vacuum which can combo on Masters if you are close enough.
  • ~6X for Grand Vortex which does not combo on Masters.
  • Jump Cancel to combo into j.5XXX

Double Slash

~8X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
37,48 Low, Medium Yes No Jump, Side & Back / Side & Back

A tight way to end most Strings.

Moves Ky forward while performing it and can combo off of if Modern Canceled which is useful for confirming at ranges you otherwise couldn't.

Follow-ups:

  • ~2X for Dust which does not combo on Masters. Used to help Guard Break if you are feeling confident the enemy will try to block.
  • ~4X for Far Slash which can combo on Masters if you manage to hit them in the back.
  • Both hits of Double Slash (~8X) are Step Cancelable allowing a reset back to neutral or step left to pretend like you are going for Far Slash (~2X)

Jumping Attacks

j.5X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
30 Low ? No Airdash

Air combo filler.

j.5XX

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
30 Low No No Airdash

Air combo filler.

j.5XXX

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
67 Medium Yes No None

j.8X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
67 Medium Yes No ?

Helm Breaker like attack with good damage but long recovery.

Specials

Stun Edge

F5Y/5Y

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.
45 ? Yes No 8%

A solid projectile attack. Helps in neutral and in some combos.

Has a fairly high stun value (4 stun edges will stun someone who has no stun damage currently). Probably useful in 2v1 situations where other characters also have high stun moves.

Stun Dipper

8Y

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.
37 ? Yes No 5%

First part of Stun Dipper where Ky does a sliding kick forwards.

Stun Dipper (follow-up)

8YY

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.
97 ? No Launch 5%

Second part of Stun Dipper where Ky does a wide slash all around him.

Holy Brand

4Y/6Y

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.
75 ? Yes Untechable 10%

Ky hops diagonally forward toward the left or right depending 4 or 6 input; then Ky summons a pillar of lightning at his new location. Has good untech time for advanced juggle combos.

Spacing to hit the opponent in front of you is to switch from Lock-on to Free-Lock then sidestep and performing it should hit in front of where you side steped from.

Air Stun Edge

j.5Y

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.
45 Low No None 8%


Overdrive

X+A Ride the Lightning

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.
435 High Yes Launch None

Skills

Charged Stun Edge

B

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.
164 (60, 38, 35, 31) ? No Launch 15%

A really good move with a high Tension This keyword does not have an entry in the Glossary Cost

Divine Gaze

B

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.
75 Low Yes No 15%

Grants units EXP but the move has a long wind up before a burst that spreads EXP across nearby units so you want to mainly use while only standing near Ky's Elite Servants.

Also heals but the healing is negligible. The Healing is actually a regeneration status effect granted to units during the casting that persists for a small time.

Soul Diver

B

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No means the opponent is left standing

Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched

Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.
45 ? Yes Normal 10%


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