GG2/Ky Kiske: Difference between revisions

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==Overview==
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{#lst:{{PAGENAME}}/Data|Links}}
{{Overview
<div id="home-content" class="home-grid">
|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 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, Ky's 5XXXX doesn't combo unless you hit the opponent's back, from the front he must do something like 5X > 2X > 4X > 6X > 2X > jc > J.5XXX instead).  
{{card|width=4
|header=Overview
|content=Despite what Ky normally is in Guilty Gear, he strays very far from the role of a shoto in this game. Ky has a very strong master vs master game by using his {{clr|2|2X}} to pressure the opponent, while having good ways to open them up with unblockable crossups and guard break setups.


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 normals are, overall, not very strong. Many of the attacks don't combo into most if any of their followups, so mixing up pressure can result in Ky dropping a combo if he actually hits. Most moves cost tension to get a combo off of them, but luckily it's one of the only high tension costing things Ky wants to do. Also, none of his moves are too great at servant clear since they deal mediocre damage and don't hit many targets.


Despite the majority of his normals being sub-par, {{clr|2|2X}} manages to completely make up for this by being one of the best moves in the game for master fights. It's quick, gives Ky an incredibly advantages position when his opponent blocks it, and even leads to a meterless combo if you manage to hit it. Options like {{clr|2|2XX}} and Stun edge allow Ky to make escaping his pressure difficult, while {{clr|2|2X}}'s high guard damage pressures his opponent to try and escape as quickly as they can. At any point, Ky can mix in an unblockable or guard break to make the situation even worse for the opponent. It's only weakness is very poor range, but it's not too difficult to close the gap so it's not a dealbreaker by any means.


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.  
Despite {{clr|2|2X}}'s strengths, it's completely useless for servant clear. His options for dealing high damage to groups of servants is limited to his weak Holy Brand, the serviceable but mana costing Charged Stun Edge, and his overdrive. While his overdrive is one of the best moves in the entire game for clearing large groups of servants, it costs his entire tension meter leaving him unable to use as much it as he'd like to.


'''Ky Kiske is unlocked by completing the Campaign on any difficulty.'''
'''Ky Kiske is unlocked by completing the Campaign on any difficulty.'''
 
}}
|lore=King of Illyria and long-time rival to Sol Badguy.
{{GG2/infobox
 
}}
 
{{ProsAndCons
'''Ky Kiske is unlocked by completing the Campaign on any difficulty.'''
|intro=is a character with damaging combos, strong mix ups, and good neutral but lacks AoE damage compared to what most other characters can do.
 
|summary= 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=
|pros=
*'''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.
*'''Strong Combos''': Ky's combo damage is on the higher end of the roster, and he can convert into it off any hit by spending tension.
*'''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.
*'''Strong Pressure''': Ky's moves can make blockstrings difficult to escape from and his {{clr|2|2X}}, when blocked, deals high guard damage and allows him to use an unblockable crossup.
*'''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''': Ride the Lightning inflicts massive damage on hit, and it pushes through a good amount of enemies, allowing Ky to wipe out entire roads of Servants if he angles it properly. Ky can also combo into it off some moves for massive damage.
*'''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 has quite a few setups. Some of his attacks, such as 6XX and 4XX, have large movements in them. Strings like 5X > 2X > 6X create checkmates where your opponent has to Burst or die, since the 6X moves behind the opponent while they're in hitstun and creates an unblockable reset which Ky can regain pressure off of with a Modern Cancel.  
|cons=
|cons=
*'''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''': Ky has trouble dealing with large numbers of enemy troops as quickly as other characters can. His overdrive helps patch this hole in his kit, but it's expensive and situational.
*'''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.
}}
}}
</div>
==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.


=Lock-Off Attacks=
===<big>{{clr|2|F5X}}</big>===
===<big>{{clr|2|F5X}}</big>===
<div class="attack-container">
{{GG2 Move Card
<div class="attack-gallery">
|input=F5X
<tabber>
|description=Shares animation with {{color|2|4X}}. For servant clear, youre probably better off just using {{color|2|4X}} > {{color|2|~8X}} step cancel rather than trying to use Ky's free lock attacks.
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Ky_F5X.png |  
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|where=chara="{{SUBPAGENAME}}" and input="F5X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
Air combo filler.
{{CloseCard}}


===<big>{{clr|2|F5XX}}</big>===
===<big>{{clr|2|F5XX}}</big>===
<div class="attack-container">
{{GG2 Move Card
<div class="attack-gallery">
|input=F5XX
<tabber>
|description=Shares animation with {{color|2|~6X}} (Heavy Slash)
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Ky_F5XX.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|where=chara="{{SUBPAGENAME}}" and input="F5XX"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
{{CloseCard}}


===<big>{{clr|2|F5XXX}}</big>===
===<big>{{clr|2|F5XXX}}</big>===
<div class="attack-container">
{{GG2 Move Card
<div class="attack-gallery">
|input=F5XXX
<tabber>
|description= Shares animation with {{color|2|2X}}. It wont combo from {{color|2|F5XX}}, so you're better off doing Forward Step cancel into a lock on move like {{color|2|2X}} or {{color|2|5X}} rather than using this.
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Ky_F5XXX.png |  
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|where=chara="{{SUBPAGENAME}}" and input="F5XXX"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
}}
|}


===<big>{{clr|2|F5XXXX}}</big>===
{{GG2 Move Card
|input=F5XXXX
|description=Shares animation with {{color|2|~4X}} (Forward Heavy Slash)
}}


{{CloseCard}}
===<big>{{clr|2|F5XY/F5XYY}}</big>===
 
{{GG2 Move Card
===<big>{{clr|2|F5X}}</big>===
|input=F5XY/F5XXY
<div class="attack-container">
|description=
<div class="attack-gallery">
Shares animation with {{color|2|5X}}, but slightly slower. Only useful in a singular situation, where {{color|2|F5X}} hits an enemy master and you need to confirm, since {{color|2|F5XXX}} wont combo.
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Ky_F8X.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|where=chara="{{SUBPAGENAME}}" and input="F8X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
}}
|}


==== ====
===<big>{{clr|2|F8X}}</big>===
<!--Insert text below the =s and above the {{CloseCard}}-->
{{GG2 Move Card
Air combo filler.
|input=F8X
{{CloseCard}}
|description=Similar to his [[GG2/Ky_Kiske#Dust|Dust]] followup, but without any followups of it's own. This version does a little more damage and has armor.


=Lock-On Attacks=
If you are fighting a Elite Armored Servant then repeating this attack canceled into sidesteps can be a good way to rake in high damage hits with the damage scaling resetting in the pause in between.
Ky's String Starters are separated the follow-ups and enders of his strings, eventually moves will list which attacks go into which ones but for now I'm just throwing up the template.
==Starters==


===<big>{{clr|2|5X}}</big>===
A common tactic is to use the move's armor to stuff an approach and combo directly into Ride the Lightning
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Ky_5X.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|where=chara="{{SUBPAGENAME}}" and input="5X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
}}
|}


==== ====
==Lock-On Attacks==
<!--Insert text below the =s and above the {{CloseCard}}-->
The three moves bellow are entirely separate from Ky's looping strings.


{{CloseCard}}


===<big>{{clr|2|2X}}</big>===
{{GG2 Move Card
|input=2X
|description=
Incredibly fast with high blockstun and guard damage, this move is one of the best in the game and a major part of Ky's dueling prowess. Ky's gameplan usually revolves around getting close enough to use this move and then follow up into it's difficult to escape pressure, with unblockable options if opponents try to wait it out. It's only issue is it's low range but forward steps allow any character to close distance very quick, so it's not a large one.


Follow-ups:
* You can {{keyword|link}} a {{color|2|5X}} after this move due to the high hitstun. Just be careful not to hit {{color|2|X}} too fast or you'll get {{color|2|2XX}}.
* {{color|2|2XX}} is a move that looks exactly like his [[GG2/Ky_Kiske#Forward Kick|Forward Kick]] followup but isn't. Only use this on block.
* You can right step cancel and do {{color|2|6X}} for an unblockable crossup.
* Using {{color|2|F8X}} leads to a quick guard break while also beating mashing with the moves armor.


===<big>{{clr|2|4X}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Ky_4X.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|where=chara="{{SUBPAGENAME}}" and input="4X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->


===<big>{{clr|2|2XX}}</big>===
{{GG2 Move Card
|input=2XX
|description=
This move is very useful if a {{color|2|2X}} gets blocked because it will frametrap any defensive option the opponent might choose. It's also useful in guard crush setups to quickly deal a final hit to the opponent's block.


{{CloseCard}}
You can't combo off this move at all without meter, so try to avoid using this when {{color|2|2X}} hits and link into {{color|2|5X}} for a meterless combo instead.


===<big>{{clr|2|6X}}</big>===
This move looks exactly like [[GG2/Ky_Kiske#Forward Kick|Forward Kick]], but it trades all followups for being much faster.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Ky_6X.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|where=chara="{{SUBPAGENAME}}" and input="6X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
}}
|}
Ky does a short hop right-forward does a spinning slash.
{{CloseCard}}


===<big>{{clr|2|8X}}</big>===
===<big>{{clr|2|8X}}</big>===
<div class="attack-container">
{{GG2 Move Card
<div class="attack-gallery">
|input=8X
<tabber>
|description=
Images =
Ky thrusts his sword forward while leaning forward. As such, the move has good range but isn't the most rewarding on hit or block. Doesn't have many true followups on hit, but Ky can forward step cancel and keep pressure going. On block Ky can use forward step and {{color|2|2XX}} to guard crush the opponent. Unfortunately, there are not many other options off this move so opponents can pretty safely sidestep to avoid a blockstring if they react in time.
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Ky_8X.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|where=chara="{{SUBPAGENAME}}" and input="4X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
|}


==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
This move doesn't have any followups.
This move doesn't have any followups.
}}


{{CloseCard}}
==Starters==
==Follow-ups==
These moves all start Ky's looping strings but cannot be looped back into as a followup.


===<big>{{clr|2|Far Slash}}</big>===
{{color|3|'''Green'''}} text will be used to make it easier to find routes that can {{color|3|'''combo'''}} on Masters.
<span class="input-badge">'''~4X'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Ky_8X.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|where=chara="{{SUBPAGENAME}}" and input="~4X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
|}


==== ====
{{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.
<!--Insert text below the =s and above the {{CloseCard}}-->
Ky does a hop left an does a attack that looks identical to 8X.


{{CloseCard}}
Note that green and red text refers to when hitting the opponent from the front. Hits from the back will cause more hitstun and make most of Ky's followups combo.
===<big>{{clr|2|5X}}</big>===
{{GG2 Move Card
|input=5X
|description=
An overhead swing with good range and average speed, it's one of Ky's most reliable normals. Great for neutral due to it's speed or punishes thanks to it's consistency. Also his fastest OTG, so if a enemy servant gets knocked down, this will be the go-to to get them back up


===<big>{{clr|2|Forward Heavy Slash}}</big>===
Follow-ups:
<span class="input-badge">'''~4X'''</span>
* {{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.
<div class="attack-container">
* {{color|2|~5X}} for [[GG2/Ky_Kiske#Forward Kick|Forward Kick]] which does {{color|4|'''not combo'''}} on Masters.
<div class="attack-gallery">
* {{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. Note this combo usually works, but is a {{color|4|'''little inconsistent'''}}
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Ky_Forward-Heavy-Slash~4X.png |  
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|where=chara="{{SUBPAGENAME}}" and input="~2X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
}}
|}


==== ====
===<big>{{clr|2|4X}}</big>===
<!--Insert text below the =s and above the {{CloseCard}}-->
{{GG2 Move Card
|input=4X
|description=
Ky swings his sword in an arc from his left side to 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.
 
Can be used in combos in the '''same place as {{clr|2|5X}} but for more damage''', but it's more inconsistent so it's often used after hits like Modern Canceled Stun Edge or against Servants.


{{CloseCard}}
'''This into [[GG2/Ky_Kiske#Double Slash|Double Slash]] is Ky's go to choice to {{Tt|Servant Clear|When a Master takes time to clear groups of enemy Servants, often by abusing strong single-hitting attacks with wide reach along with Step or Modern Cancels.}}.'''


===<big>{{clr|2|Heavy Slash}}</big>===
Follow-ups:
<span class="input-badge">'''~6X'''</span>
* {{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
<div class="attack-container">
* {{color|2|~6X}} for [[GG2/Ky_Kiske#Grand Vortex|Grand Vortex]] which does {{color|4|'''not combo'''}} on Masters.
<div class="attack-gallery">
* {{color|2|~8X}} for [[GG2/Ky_Kiske#Double Slash|Double Slash]] which can {{color|3|'''combo'''}} on Masters at ranges ~2X won't.
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Ky_F5XX.png |  
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|where=chara="{{SUBPAGENAME}}" and input="~2X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
}}
|}


==== ====
===<big>{{clr|2|6X}}</big>===
<!--Insert text below the =s and above the {{CloseCard}}-->
{{GG2 Move Card
|input=6X
|description=
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.


{{CloseCard}}
Follow-ups:
 
* {{color|2|~2X}} for [[GG2/Ky_Kiske#Vacuum|Vacuum]] which does {{color|4|'''not combo'''}} on Masters. Actually can combo from a front hit but it's extremely uncommon.
===<big>{{clr|2| Grand Vortex}}</big>===
* {{color|2|~4X}} for [[GG2/Ky_Kiske#Far Slash|Far Slash]] which does {{color|4|'''not combo'''}} on Masters.
<span class="input-badge">'''~6X'''</span>
* {{color|2|~8X}} for [[GG2/Ky_Kiske#Double Slash|Double Slash]] which can {{color|3|'''combo'''}} on Masters for meterless damage
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Ky_Vortex~6X.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|where=chara="{{SUBPAGENAME}}" and input="~6X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
}}
|}


==== ====
==Looping Strings==
<!--Insert text below the =s and above the {{CloseCard}}-->
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.


{{CloseCard}}
{{color|3|'''Green Bold'''}} text will be used to make it easier to find routes that can {{color|3|'''combo'''}} on Masters.


===<big>{{clr|2|Vacuum}}</big>===
{{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.
<span class="input-badge">'''~2X'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Ky_Vacuum~2X.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|where=chara="{{SUBPAGENAME}}" and input="~2X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
|}


==== ====
Note that green and red text refers to when hitting the opponent from the front. Hits from the back will cause more hitstun and make most of Ky's followups combo.
<!--Insert text below the =s and above the {{CloseCard}}-->
===<big>Far Slash</big>===
{{InputBadge|{{clr|2|~4X}}}}
{{GG2 Move Card
|input=~4X |name=Far Slash
|description=
Ky does a hop left an does a attack that looks identical to {{color|2|8X}}. This move can catch sidesteps but it's a little inconsistent.


{{CloseCard}}
Locking off while using this move will cause Ky to move to his left instead of circling around.


===<big>{{clr|2|Forward Kick}}</big>===
Follow-Ups:
<span class="input-badge">'''~2X'''</span>
* {{color|2|~2X}} for [[GG2/Ky_Kiske#Dust|Dust]] does {{color|4|'''not combo'''}} on grounded Masters. Mostly for Guard Break setups.
<div class="attack-container">
* {{color|2|~6X}} for [[GG2/Ky_Kiske#Grand Vortex|Grand Vortex]] which can {{color|3|'''combo'''}} on Masters which is useful for Ky's BnBs. The combo can be inconsistent from the front because it's distance dependent.
<div class="attack-gallery">
* {{color|2|~8X}} for [[GG2/Ky_Kiske#Double Slash|Double Slash]] which can {{color|3|'''combo'''}}  on Masters.
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Ky_Kick~2X.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|where=chara="{{SUBPAGENAME}}" and input="~2X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
}}
|}


==== ====
===<big>Forward Heavy Slash</big>===
<!--Insert text below the =s and above the {{CloseCard}}-->
{{InputBadge|{{clr|2|~4X}}}}
{{GG2 Move Card
|input=~4X |name=Forward Heavy Slash
|description=
Similar to {{color|2|6X}}, but moves to the left instead of right.
 
Follow-ups:
* {{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.
}}


{{CloseCard}}
===<big>Heavy Slash</big>===
{{InputBadge|{{clr|2|~6X}}}}
{{GG2 Move Card
|input=~6X |name=Heavy Slash
|description=
A useful move due to it's forward step cancel allowing Ky to use {{clr|2|2X}}, and for catching rightsteps while still allowing Ky to keep pressure. Usually a go-to option when a {{clr|2|5X}} gets blocked.


==Enders==
Follow-Ups:
* {{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, however this combo is {{color|4|'''very inconsistent'''}}.


===<big>{{clr|2|Dust}}</big>===
<span class="input-badge">'''*2X'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Ky_F8X.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|where=chara="{{SUBPAGENAME}}" and input="*2X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
}}
|}


==== ====
===<big>Grand Vortex</big>===
<!--Insert text below the =s and above the {{CloseCard}}-->
{{InputBadge|{{clr|2|~6X}}}}
{{GG2 Move Card
|input=~6X |name=Grand Vortex
|description=
Moves forward and to the right of his opponent doing a long swing of his sword that stays active the whole time.


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


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. Note that this move will miss if Ky is too far away
* {{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. 
}}


===<big>{{clr|2|Double Slash}}</big>===
===<big>Vacuum</big>===
<span class="input-badge">'''*8X'''</span>
{{InputBadge|{{clr|2|~2X}}}}
<div class="attack-container">
{{GG2 Move Card
<div class="attack-gallery">
|input=~2X |name=Vacuum
<tabber>
|description=
Images =
Ky reaches forth casting a spell that pulls the opponent towards him. A very powerful combo tool. More situationally used for guard break setups as well.
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Ky_Double-Slash~8X.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|where=chara="{{SUBPAGENAME}}" and name="Double Slash"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
|}


{{CloseCard}}
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 very punishable.


=Jumping Attacks=
Follow-Ups(only on hit):
* {{color|2|~4X}} for [[GG2/Ky_Kiske#Far Slash|Far Slash]] which can {{color|3|'''combo'''}} on Masters and is used for Ky's BnBs
* {{color|2|~6X}} for [[GG2/Ky_Kiske#Heavy Slash|Heavy Slash]] which can {{color|3|'''combo'''}} on Masters.
* {{color|2|~5X}} for [[GG2/Ky_Kiske#Forward Kick|Forward Kick]] which can {{color|3|'''combo'''}} on Masters.
}}


===<big>Forward Kick</big>===
{{InputBadge|{{clr|2|~5X}}}}
{{GG2 Move Card
|input=~5X |name=Forward Kick
|description=
Ky steps forward and Kicks like his 6K from other Guilty Gear titles. Travels very far making a pretty safe option to use on block, as it can be difficult to punish when sidestepped.


Follow-ups
* {{color|2|~5X}} for [[GG2/Ky_Kiske#Double Slash|Double Slash]] which {{color|3|'''combos'''}}.
* {{color|2|~4X}} for [[GG2/Ky_Kiske#Forward Heavy Slash|Forward Heavy Slash]] which does {{color|4|'''not combo'''}} on Masters.


===<big>{{clr|2|j5X}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Ky_j5X.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|where=chara="{{SUBPAGENAME}}" and input="j5X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
}}
|}


==== ====
===<big>Dust</big>===
<!--Insert text below the =s and above the {{CloseCard}}-->
{{InputBadge|{{clr|2|~2X}}}}
Air combo filler.
{{GG2 Move Card
{{CloseCard}}
|input=~2X |name=Dust
|description=
A jump cancelable Launcher which also does high guard damage on block.


===<big>{{clr|2|j5XX}}</big>===
Due to it's position at the end of strings there are many ways to use this to Guard Break someone.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Ky_j5XX.png | Air combo filler
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|where=chara="{{SUBPAGENAME}}" and input="j5XX"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
|}


==== ====
Like Dust in every other Guilty Gear it will leave a gap in blockstrings which the opponent can mash out of.
<!--Insert text below the =s and above the {{CloseCard}}-->
Air combo filler.


{{CloseCard}}
Follow-ups:
* {{color|2|~2X}} for [[GG2/Ky_Kiske#Vacuum|Vacuum]] which can {{color|3|'''combo'''}} on Masters if you are close enough, just make sure to delay it.
* {{color|2|~6X}} for [[GG2/Ky_Kiske#Grand Vortex|Grand Vortex]] which does {{color|3|'''combo'''}} on Masters if delayed.
* Jump Cancel to {{color|3|'''combo'''}} into {{Color|3|j.5XXX}}


===<big>{{clr|2|j5XXX}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Ky_j5XXX.png | Stubby jab
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|where=chara="{{SUBPAGENAME}}" and input="j5XXX"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
}}
|}


==== ====
===<big>Double Slash</big>===
<!--Insert text below the =s and above the {{CloseCard}}-->
{{InputBadge|{{clr|2|~8X}}}}
{{GG2 Move Card
|input=~8X |name=Double Slash
|description=
A tight way to end most Strings.


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


===<big>{{clr|2|j8X}}</big>===
Follow-ups(only on hit):
<div class="attack-container">
* {{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.
<div class="attack-gallery">
* {{color|2|~4X}} for [[GG2/Ky_Kiske#Far Slash|Far Slash]] which will {{color|4|'''not combo'''}} on Masters unless you manage to hit them in the back.
<tabber>
* 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 (~4X)}}
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Ky_j8X.png | Helm Breaker
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|where=chara="{{SUBPAGENAME}}" and input="j8X"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
}}
|}


==== ====
==Jumping Attacks==
<!--Insert text below the =s and above the {{CloseCard}}-->
===<big>{{clr|3|j.5X}}</big>===
Helm Breaker like attack with good damage but long recovery.  
{{GG2 Move Card
|input=j5X
|description=
Because Ky is mainly a grounded fighter, this doesn't see much use besides air combos.
}}


{{CloseCard}}
===<big>{{clr|3|j.5XX}}</big>===
{{GG2 Move Card
|input=j5XX
|description=
Mainly just air combo filler. Airdash cancelling this to go into another air string will allow for a tech out opportunity, so only do this is you know your opponent is scrolling in menus or on servants.
}}


=Specials=
===<big>{{clr|3|j.5XXX}}</big>===
===<big>Stun Edge</big>===
{{GG2 Move Card
<span class="input-badge">'''{{clr|P|F5Y/5Y}}'''</span>
|input=j5XXX
<div class="attack-container">
|description=Identical to {{clr|3|j.8X}}. Just an air combo ender
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Ky_5Y.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|where=chara="{{SUBPAGENAME}}" and input="5Y"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
}}
|}


==== ====
===<big>{{clr|3|j.8X}}</big>===
<!--Insert text below the =s and above the {{CloseCard}}-->
{{GG2 Move Card
Needles sprout from the ground hitting things in front of Ky in a straight line.
|input=j8X
|description=Ky's jump-in. Mainly used for punishing moves after jumping, such as [[GG2/Sin#Beak_Driver_(Followup)|Sin's Beak Driver Follow Up]]. Very poor for pressure due to the lack of any cancel options. On hit, can follow up into {{color|2|5X}} for a full combo at closer ranges. If too far for {{color|2|5X}}, you can combo into {{color|2|8X}} or {{color|2|6X}}.
}}


This move starts up faster than 8Y but does considerably less damage. The way the needles move also make it reach practical ranges to slowly to be used over 8Y in many situations.
==Specials==
 
===<big>Stun Edge</big>===
{{CloseCard}}
{{InputBadge|{{clr|5|F5Y/5Y}}}}
{{GG2 Move Card
|input=5Y
|description=
A solid projectile attack. Helps in neutral and in some combos. This move has good compatibility with Modern Cancel, as it leaves Ky extremely plus on block allowing him to extend his pressure sequences or convert if he hits.
}}


===<big>Stun Dipper</big>===
===<big>Stun Dipper</big>===
<span class="input-badge">'''{{clr|P|8Y}}'''</span>
{{InputBadge|{{clr|5|8Y}}}}
<div class="attack-container">
{{GG2 Move Card
<div class="attack-gallery">
|input=8Y
<tabber>
|description=
Images =
First part of Stun Dipper where Ky does a sliding kick forwards.
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Ky_8Y.png | Good movement tool
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|where=chara="{{SUBPAGENAME}}" and input="8Y"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
First part of Stun Dipper where Ky does a sliding kick forwards.
{{CloseCard}}


===<big>Stun Dipper (follow-up)</big>===
===<big>Stun Dipper (follow-up)</big>===
<span class="input-badge">'''{{clr|P|8Y}}'''</span>
{{InputBadge|{{clr|5|8YY}}}}
<div class="attack-container">
{{GG2 Move Card
<div class="attack-gallery">
|input=8YY
<tabber>
|description=
Images =
Second part of Stun Dipper where Ky does a wide slash all around him.
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Ky_8YY.png | It's not the best AoE but it still is one.
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|where=chara="{{SUBPAGENAME}}" and input="8YY"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
Second part of Stun Dipper where Ky does a wide slash all around him.
{{CloseCard}}


===<big>Holy Brand</big>===
===<big>Holy Brand</big>===
<span class="input-badge">'''{{clr|P|4Y/6Y}}'''</span>
{{InputBadge|{{clr|5|4Y/6Y}}}}
<div class="attack-container">
{{GG2 Move Card
<div class="attack-gallery">
|input=4Y/6Y
<tabber>
|description=
Images =
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.
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Ky_4Y.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|where=chara="{{SUBPAGENAME}}" and input="4Y/6Y"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
|}


==== ====
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 stepped from. Be wary of walls as this can mess with your spacing, better to have a plan b rather than rely on Holy Brand combos.
<!--Insert text below the =s and above the {{CloseCard}}-->


{{CloseCard}}
Other than in combos this move is good for being one of Ky's attacks that can hit multiple opponents making it useful for clearing groups. The damage isn't amazing but it's one of Ky's bigger single hit attacks making it good at hitting a group then doing a air combo one one of the popped up enemies.


===<big>Air Stun Edge </big>===
<span class="input-badge">'''{{clr|P|j.5Y}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Ky_j5Y.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|where=chara="{{SUBPAGENAME}}" and input="j5Y"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
}}
|}


==== ====
===<big>Vapor Thrust</big>===
<!--Insert text below the =s and above the {{CloseCard}}-->
{{InputBadge|{{clr|5|2Y}}}}
{{GG2 Move Card
|input=2Y
|description=
Similar to [[GG2/Sol_Badguy#Volcanic_Viper|Volcanic Viper]] in that it's the only other frame 1 reversal, and it's given armor instead of invulnerability. Vapor Thrust has a much better hitbox that will hit all around Ky, but deals much less damage making it weaker as a combo ender.


{{CloseCard}}
Merely having a reversal gives Ky and Sol a unique threat in rushdown and in stopping resets.


=Overdrive=
Even still this is Ky's highest damage single hit attack which can be {{clr|1|Modern Canceled}} in a variety of ways to lead to solid combos or even as a way to start pressure.
}}


===<big>X+A Ride the Lightning</big>===
===<big>Air Stun Edge </big>===
<div class="attack-container">
{{InputBadge|{{clr|5|j.5Y}}}}
<div class="attack-gallery">
{{GG2 Move Card
<tabber>
|input=j5Y
Images =
|description=Air stun edge isn't as useful as its grounded counterpart due to the lack of followups, even with modern cancel. You can do multiple air stun edges in a single jump, which may catch someone trying to punish the landing. Otherwise an incredibly situational move without too many use cases.
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Ky_XA.png |Wide and Powerful
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|where=chara="{{SUBPAGENAME}}" and input="X+A"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
}}
|}


==== ====
==Overdrive==
<!--Insert text below the =s and above the {{CloseCard}}-->
===<big>Ride the Lightning</big>===
{{InputBadge|{{clr|2|X}}+{{clr|3|A}}}}
{{GG2 Move Card
|input=X+A
|description=
Likely the single best move in GG2 for clearing servants. It hits a large number of servants and deals massive damage to each of them. However, as with all overdrives, it costs Ky's full tension bar so he cannot use it very often.


{{CloseCard}}
Soon after Ky begins startup all his tension will be spent, so if Ky is hit he'll loose all his tension without doing the attack.


=Skills=
Usually not used against enemy masters, as it only combos off {{clr|2|F8X}} and [[GG2/Ky_Kiske#Dust|Dust]], and Ky can get good damage already while spending much less tension.
}}


===<big>Charged Stun Edge </big>===
==Skills==
<span class="input-badge">'''{{clr|P|B}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Ky_Charged-Stun-Edge.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|where=chara="{{SUBPAGENAME}}" and input="B"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
|}
A really good move with a high Tension Cost


{{CloseCard}}
===<big>Charged Stun Edge</big>===
{{InputBadge|{{clr|4|B}}}}
{{GG2 Move Card
|input=B |name=Charged Stun Edge
|description=
A really good move with a high {{keyword|Tension}} Cost. Can hit multiple enemies and does alot of damage.


===<big>Divine Gaze</big>===
<span class="input-badge">'''{{clr|P|B}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Ky_Divine-Gaze.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|where=chara="{{SUBPAGENAME}}" and input="j5Y"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
}}
|}


===<big>Divine Gaze</big>===
{{InputBadge|{{clr|4|B}}}}
{{GG2 Move Card
|input=B |name=Divine Gaze
|description=
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.


{{CloseCard}}
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.


}}


===<big>Soul Diver</big>===
===<big>Soul Diver</big>===
<span class="input-badge">'''{{clr|P|B}}'''</span>
{{InputBadge|{{clr|4|B}}}}
<div class="attack-container">
{{GG2 Move Card
<div class="attack-gallery">
|input=B |name=Soul Diver
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GG2_Ky_Soul-Diver.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{MoveDataHeader-GG2}}
|-
{{#cargo_query:tables=MoveData_GG2
|fields=damage,guardDmg,downAttack,otg,modernCancelWindow,stepCancelWindow,invuln
|where=chara="{{SUBPAGENAME}}" and input="j5Y"
|format=template|template=FrameData-GG2|named args=yes|order by=_ID
}}
}}
|}
{{CloseCard}}


==Navigation==
==Navigation==
{{#lst:Guilty Gear 2 -Overture-/Navigation}}
{{GG2/Navigation}}
[[Category:Guilty Gear|Ky Kiske]]

Latest revision as of 22:36, 15 April 2024

Overview

Overview

Despite what Ky normally is in Guilty Gear, he strays very far from the role of a shoto in this game. Ky has a very strong master vs master game by using his 2X to pressure the opponent, while having good ways to open them up with unblockable crossups and guard break setups.

Ky's normals are, overall, not very strong. Many of the attacks don't combo into most if any of their followups, so mixing up pressure can result in Ky dropping a combo if he actually hits. Most moves cost tension to get a combo off of them, but luckily it's one of the only high tension costing things Ky wants to do. Also, none of his moves are too great at servant clear since they deal mediocre damage and don't hit many targets.

Despite the majority of his normals being sub-par, 2X manages to completely make up for this by being one of the best moves in the game for master fights. It's quick, gives Ky an incredibly advantages position when his opponent blocks it, and even leads to a meterless combo if you manage to hit it. Options like 2XX and Stun edge allow Ky to make escaping his pressure difficult, while 2X's high guard damage pressures his opponent to try and escape as quickly as they can. At any point, Ky can mix in an unblockable or guard break to make the situation even worse for the opponent. It's only weakness is very poor range, but it's not too difficult to close the gap so it's not a dealbreaker by any means.

Despite 2X's strengths, it's completely useless for servant clear. His options for dealing high damage to groups of servants is limited to his weak Holy Brand, the serviceable but mana costing Charged Stun Edge, and his overdrive. While his overdrive is one of the best moves in the entire game for clearing large groups of servants, it costs his entire tension meter leaving him unable to use as much it as he'd like to.

Ky Kiske is unlocked by completing the Campaign on any difficulty.
Ky Kiske
GG2 Ky Portrait.png
Health
500
Skills
Charged Stun Edge, Divine Gaze, Soul Diver
Tribe
Illyria

 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: Ky's combo damage is on the higher end of the roster, and he can convert into it off any hit by spending tension.
  • Strong Pressure: Ky's moves can make blockstrings difficult to escape from and his 2X, when blocked, deals high guard damage and allows him to use an unblockable crossup.
  • Ride the Lightning: Ride the Lightning inflicts massive damage on hit, and it pushes through a good amount of enemies, allowing Ky to wipe out entire roads of Servants if he angles it properly. Ky can also combo into it off some moves for massive damage.
  • Low AoE Damage: Ky has trouble dealing with large numbers of enemy troops as quickly as other characters can. His overdrive helps patch this hole in his kit, but it's expensive and situational.

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

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Shares animation with 4X. For servant clear, youre probably better off just using 4X > ~8X step cancel rather than trying to use Ky's free lock attacks.

F5XX

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Shares animation with ~6X (Heavy Slash)

F5XXX

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Shares animation with 2X. It wont combo from F5XX, so you're better off doing Forward Step cancel into a lock on move like 2X or 5X rather than using this.

F5XXXX

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Shares animation with ~4X (Forward Heavy Slash)

F5XY/F5XYY

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Shares animation with 5X, but slightly slower. Only useful in a singular situation, where F5X hits an enemy master and you need to confirm, since F5XXX wont combo.

F8X

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Similar to his Dust followup, but without any followups of it's own. This version does a little more damage and has armor.

If you are fighting a Elite Armored Servant then repeating this attack canceled into sidesteps can be a good way to rake in high damage hits with the damage scaling resetting in the pause in between.

A common tactic is to use the move's armor to stuff an approach and combo directly into Ride the Lightning

Lock-On Attacks

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


2X

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Incredibly fast with high blockstun and guard damage, this move is one of the best in the game and a major part of Ky's dueling prowess. Ky's gameplan usually revolves around getting close enough to use this move and then follow up into it's difficult to escape pressure, with unblockable options if opponents try to wait it out. It's only issue is it's low range but forward steps allow any character to close distance very quick, so it's not a large one.

Follow-ups:

  • You can link To perform a second action after the first action completely finishes its animation. a 5X after this move due to the high hitstun. Just be careful not to hit X too fast or you'll get 2XX.
  • 2XX is a move that looks exactly like his Forward Kick followup but isn't. Only use this on block.
  • You can right step cancel and do 6X for an unblockable crossup.
  • Using F8X leads to a quick guard break while also beating mashing with the moves armor.

2XX

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

This move is very useful if a 2X gets blocked because it will frametrap any defensive option the opponent might choose. It's also useful in guard crush setups to quickly deal a final hit to the opponent's block.

You can't combo off this move at all without meter, so try to avoid using this when 2X hits and link into 5X for a meterless combo instead.

This move looks exactly like Forward Kick, but it trades all followups for being much faster.

8X

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Ky thrusts his sword forward while leaning forward. As such, the move has good range but isn't the most rewarding on hit or block. Doesn't have many true followups on hit, but Ky can forward step cancel and keep pressure going. On block Ky can use forward step and 2XX to guard crush the opponent. Unfortunately, there are not many other options off this move so opponents can pretty safely sidestep to avoid a blockstring if they react in time.

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.

Note that green and red text refers to when hitting the opponent from the front. Hits from the back will cause more hitstun and make most of Ky's followups combo.

5X

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

An overhead swing with good range and average speed, it's one of Ky's most reliable normals. Great for neutral due to it's speed or punishes thanks to it's consistency. Also his fastest OTG, so if a enemy servant gets knocked down, this will be the go-to to get them back up

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. Note this combo usually works, but is a little inconsistent

4X

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Ky swings his sword in an arc from his left side to 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.

Can be used in combos in the same place as 5X but for more damage, but it's more inconsistent so it's often used after hits like Modern Canceled Stun Edge or against Servants.

This into Double Slash is Ky's go to choice to Servant ClearWhen a Master takes time to clear groups of enemy Servants, often by abusing strong single-hitting attacks with wide reach along with Step or Modern Cancels..

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.
  • ~8X for Double Slash which can combo on Masters at ranges ~2X won't.

6X

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

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.

Follow-ups:

  • ~2X for Vacuum which does not combo on Masters. Actually can combo from a front hit but it's extremely uncommon.
  • ~4X for Far Slash which does not combo on Masters.
  • ~8X for Double Slash which can combo on Masters for meterless damage

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.

Note that green and red text refers to when hitting the opponent from the front. Hits from the back will cause more hitstun and make most of Ky's followups combo.

Far Slash

~4X

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Ky does a hop left an does a attack that looks identical to 8X. This move can catch sidesteps but it's a little inconsistent.

Locking off while using this move will cause Ky to move to his left instead of circling around.

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 which is useful for Ky's BnBs. The combo can be inconsistent from the front because it's distance dependent.
  • ~8X for Double Slash which can combo on Masters.

Forward Heavy Slash

~4X

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Similar to 6X, but moves to the left instead of right.

Follow-ups:

  • ~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.

Heavy Slash

~6X

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

A useful move due to it's forward step cancel allowing Ky to use 2X, and for catching rightsteps while still allowing Ky to keep pressure. Usually a go-to option when a 5X gets blocked.

Follow-Ups:

  • ~2X for Dust which does not combo on Masters.
  • ~8X for Double Slash which can combo on Masters, however this combo is very inconsistent.

Grand Vortex

~6X

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

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. Note that this move will miss if Ky is too far away
  • ~5X for Forward Kick which can combo but results in the opponent being able to instantly tech.

Vacuum

~2X

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Ky reaches forth casting a spell that pulls the opponent towards him. A very powerful combo tool. More situationally used for 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 very 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.
  • ~5X for Forward Kick which can combo on Masters.

Forward Kick

~5X

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Ky steps forward and Kicks like his 6K from other Guilty Gear titles. Travels very far making a pretty safe option to use on block, as it can be difficult to punish when sidestepped.

Follow-ups

Dust

~2X

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

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, just make sure to delay it.
  • ~6X for Grand Vortex which does combo on Masters if delayed.
  • Jump Cancel to combo into j.5XXX

Double Slash

~8X

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

A tight way to end most Strings.

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

Follow-ups(only on hit):

  • ~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 will not combo on Masters unless 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 (~4X)

Jumping Attacks

j.5X

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Because Ky is mainly a grounded fighter, this doesn't see much use besides air combos.

j.5XX

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Mainly just air combo filler. Airdash cancelling this to go into another air string will allow for a tech out opportunity, so only do this is you know your opponent is scrolling in menus or on servants.

j.5XXX

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Identical to j.8X. Just an air combo ender

j.8X

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Ky's jump-in. Mainly used for punishing moves after jumping, such as Sin's Beak Driver Follow Up. Very poor for pressure due to the lack of any cancel options. On hit, can follow up into 5X for a full combo at closer ranges. If too far for 5X, you can combo into 8X or 6X.

Specials

Stun Edge

F5Y/5Y

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

A solid projectile attack. Helps in neutral and in some combos. This move has good compatibility with Modern Cancel, as it leaves Ky extremely plus on block allowing him to extend his pressure sequences or convert if he hits.

Stun Dipper

8Y

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

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

Stun Dipper (follow-up)

8YY

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

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

Holy Brand

4Y/6Y

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

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 stepped from. Be wary of walls as this can mess with your spacing, better to have a plan b rather than rely on Holy Brand combos.

Other than in combos this move is good for being one of Ky's attacks that can hit multiple opponents making it useful for clearing groups. The damage isn't amazing but it's one of Ky's bigger single hit attacks making it good at hitting a group then doing a air combo one one of the popped up enemies.

Vapor Thrust

2Y

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Similar to Volcanic Viper in that it's the only other frame 1 reversal, and it's given armor instead of invulnerability. Vapor Thrust has a much better hitbox that will hit all around Ky, but deals much less damage making it weaker as a combo ender.

Merely having a reversal gives Ky and Sol a unique threat in rushdown and in stopping resets.

Even still this is Ky's highest damage single hit attack which can be Modern Canceled in a variety of ways to lead to solid combos or even as a way to start pressure.

Air Stun Edge

j.5Y

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Air stun edge isn't as useful as its grounded counterpart due to the lack of followups, even with modern cancel. You can do multiple air stun edges in a single jump, which may catch someone trying to punish the landing. Otherwise an incredibly situational move without too many use cases.

Overdrive

Ride the Lightning

X+A

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

Likely the single best move in GG2 for clearing servants. It hits a large number of servants and deals massive damage to each of them. However, as with all overdrives, it costs Ky's full tension bar so he cannot use it very often.

Soon after Ky begins startup all his tension will be spent, so if Ky is hit he'll loose all his tension without doing the attack.

Usually not used against enemy masters, as it only combos off F8X and Dust, and Ky can get good damage already while spending much less tension.

Skills

Charged Stun Edge

B

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

A really good move with a high Tension This keyword does not have an entry in the Glossary Cost. Can hit multiple enemies and does alot of damage.

Divine Gaze

B

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

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

No results
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. Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit.

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