GGACR/Ky Kiske
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[edit]
Ky Kiske is a balanced, straightforward character with a tool for every range and situation.
He performs best at midrange with a variety of useful pokes, but Ky has tools at every range thanks to his Stun Edge projectiles. He uses his fast and long reaching f.S to harass his foes, and rounds out his spacing game with 2S, 5HS, 2K, and 2D. Experienced Ky players can cancel into Stun Dipper to secure knockdowns from afar. Frustrated opponents that jump at him will find themselves dealing with his above-the-knees invulnerable 6P and extremely long reaching 2H. When Ky is further away from the opponent he can use Stun Edges to harass them, either covering his approach or playing keep away. After getting a knockdown, Ky safely sets up okizeme using Charged Stun Edge or 3H, then applies strong blockstring pressure by lacing together low attacks, frame traps, throws, and pressure resets with 3H, 6K, and powerful Force Breaks to wear the enemy down.
To turn the tide, Ky can use Stun Dipper to slide under attacks and score knockdowns, utilize his overhead Greed Sever to catch the opponent's defensive options, or spend Tension to Roman Cancel a reversal. He is a character that is able to rapidly switch between keeping the opponent away and turning on the offensive. His balanced moveset has a tool for every situation, though he lacks specialization in any one role and can be heavily locked out by specialist characters. While some are quick to assume Ky is a painfully basic character, he has many tricks in his arsenal that round out his game plan.
Lore: | A former captain of the Sacred Order of Holy Knights. Ky's zeal and sincerity make him a valuable asset to his allies, and a target for his enemies. |
Voice: | Takeshi Kusao |
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Pros | Cons |
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Normals[edit]
5P[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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8 | Mid | CSJR | 5 | 4 | 6 | 0 |
[edit]
A well-rounded jab. Ky generally has better options for most situations but you can set up frame traps, bait bursts, and anti-air with it.
- Good vertical range.
- Nice backup anti-air when 6P would fail (like if you were crossed up).
- Gatlings into any other attack.
Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 3H, 5D, 2D
5K[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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12 | Low | SJR | 5 | 8 | 7 | -5 |
[edit]
Ky's main normal for okizeme and low mixup. Super fast, active for a long time, and hits low.
- Hits surprisingly high up
Additional Frame Data: 80% initial proration.
Gatling Options: 6P, 6K, c.S, f.S, 2S, 5H, 2H, 3H, 5D, 2D
c.S[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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28 | Mid | SJR | 7 | 2 | 18 | -3 |
[edit]
A multi use attack that's usually the midway point in a gatling string. By the time you use this in a string you can hit confirm and combo on hit, or cancel into a jump, or another normal on block. c.S is also used a lot in combos or as a punish starter due to its speed and many cancel options.
- Lots of options on hit or block.
- Hits really high up, so it works as an anti-air.
- Preferred normal to throw OS with.
- Long hitstun on counter hit, enough to combo into 3H.
- Often used in frame traps.
Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 3H, 5D, 2D
f.S[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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28 | Mid | SR | 10 | 6 | 19 | -11 |
[edit]
A long reaching normal best used to space out your opponent from medium to far range. Usually cancelled into 2S or Stun Edge, depending on range. It's recommended to be careful using it against characters who have low profiling moves such as Stun Dipper (Ky) and Grand Viper (Sol) along with Zappa's run and Faust's crouch walk.
- Extends hurtbox significantly
Gatling Options: 6K, 2S, 3H, 5D, 2D
5H[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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42 | Mid | SR | 10 | 6 | 12 | +1 |
[edit]
Typically used to end blockstrings at frame advantage, or delay cancelled into 236K to end a combo. Sometimes cancelled into 6K to reset pressure, but this can be risky.
- Slightly shorter range than f.S but hits higher up and doesn't extend Ky's hurtbox as far.
- Heavily increases Guard Balance.
- Ky's best raw starter.
- Staggers opponent on Counter Hit.
Additional Frame Data: Staggers on ground CH (max 47F).
Gatling Options: 6K, 5D, 2D
6P[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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30 | Mid | SR | 9 | 5 | 15 | -6 |
[edit]
Ky's go-to anti-air, and a great combo starter on Counter Hit. This is generally used instead of 2H when you're specifically reacting to a deep jump in. Often cancelled into c.S on air hit, and 6H on ground hit.
- Upper body invulnerable early in the animation, then above-knees invulnerable for the rest.
- Launches into an untechable blowback state on CH.
- Often used in frame traps.
Additional Frame Data: Upper body invincible 1~6F. Above knees invincible 7~13F. Blows back opponent on CH (untechable for 56F on ground hit, air hit for 28F). 90% initial proration.
Gatling Options: 6K, c.S, f.S, 2S, 5H, 6H, 3H, 5D, 2D
6K[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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36 | Mid | SR | 17 | 2 | 11 | +4 |
[edit]
Mainly used to pressure reset and frame trap. On hit, you can link a 2P or 2K for an extended combo. On block, you're left at frame advantage. Also used to end juggle combos in the corner since it is untechable for a bit on air hit.
- Moves Ky forward.
- Untechable blowback on air hit.
Additional Frame Data: Puts opponent in blowback state on air hit (untechable 25F).
6H[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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43 | Mid | SJR | 20 | 4 | 17 | +2 |
[edit]
Level 6 move. Used often in blockstring pressure and in powerful corner wall bounce combos and mid screen loops. Outside its main uses, it's a huge attack that occasionally works as a haymaker in neutral.
- Staggers on ground hit, wall bounces on air hit.
- Long delay cancel window.
- Heavily increases Guard Balance.
Additional Frame Data: Staggers opponent on ground hit (max 50F). Wall bounces opponent on air hit (untechable for 45F). Blockstun 22F on standing block.
Gatling Options: 6K, c.S, f.S, 2S, 5H, 2H, 5D, 2D
3H[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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36x2 | Mid | SJR | 23 | 8, 1 | 3 | +15 |
[edit]
Ky's old 6H from previous games and/or his EX version makes a return, and is a powerful alternative to 5K for okizeme. Ky's slowest grounded normal other than 5D, in exchange for being ultra plus on block and option selecting all reversals when timed correctly on okizeme due to its absurdly fast recovery.
- Forces opponent into crouching state on hit.
- Heavily increases Guard Balance.
5D[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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15 | High | R | 25 | 4 | 22 | -12 |
[edit]
A long range overhead cancellable from a lot of normals. Unsafe on block, but the opponent might have some trouble punishing it if used further away.
2P[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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8 | Mid | CSR | 4 | 4 | 5 | +1 |
[edit]
Ky's fastest normal, making it a great combo tool for making links as stable as possible, setting up tick throws and frame traps, and for mashing out of pressure.
Additional Frame Data: 80% initial proration.
Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 3H, 5D, 2D
2K[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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14 | Low | SR | 5 | 4 | 6 | 0 |
[edit]
A fast, low risk poke in neutral, especially when dashing in.
- Has very good range for its speed.
- Being low to the ground avoids airdash attacks.
Additional Frame Data 70% initial proration.
Gatling Options: 6P, 6K, c.S, f.S, 2S, 5H, 2H, 3H, 5D, 2D
2S[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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25 | Low | SR | 9 | 2 | 13 | -1 |
[edit]
A superb, low risk neutral tool for spacing the opponent out and ending pressure at range. Covers a lot of options that Ky's standing pokes lose to, including very low-profile moves such as Sol's Grand Viper and 2D. Often cancelled into Stun Edge on hit or block, or layered with a 2D input to combo into a knockdown at closer ranges.
- Quite a disjointed hitbox.
- Being low to the ground avoids airdash attacks.
Gatling Options: 6K, 5H, 2H, 3H, 5D, 2D
2H[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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40 | Mid | SJR | 12 | 4 | 20 | -7 |
[edit]
A huge anti-air that can also be used as a poke to cover many options in neutral at once. Because it's a bit slow and has no upper body invulnerability, it's usually used as a preemptive anti-air to stuff airdashes and stop the opponent from jumping out of pressure. On block it's very safe since it can be jump canceled. The recovery on this move isn't insignificant, but it's quick for what it is.
- Pulls in on air hit.
- Launches on Counter Hit.
Gatling Options: 5D, 2D
2D[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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30 | Low | SJR | 7 | 12 | 12 | -10 |
[edit]
Used in combos to knock down into okizeme and at the end of blockstrings to disengage using a jump cancel. Cancel into Stun Edge FRC, Sacred Edge, or Lightning Sphere to extend combos or reset pressure.
- Hilariously long active frames
Additional Frame Data: 85% initial proration.
j.P[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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12 | High/Air | CSJR | 6 | 6 | 6 | - |
[edit]
A fast airborne poke. It has somewhat short range and doesn't hit below Ky so it isn't very good for hitting an opponent under you. Used while rising to check the opponent or to interrupt something. Usually canceled into from better jump ins like j.S.
- Cancels into j.D to start tricky mixup situations.
- Burst safe.
Gatling Options: j.P, j.K, j.S, j.H, j.D
j.K[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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16 | High/Air | SR | 7 | 8 | 8 | - |
[edit]
A big air poke used to stuff moves from far away. Great in general for air to air fights.
- Crosses up.
- Not jump cancellable, so cancels into j.P or j.S for air combos.
- Cancels into j.D to start tricky mixup situations.
Gatling Options: j.P, j.S, j.H, j.D
j.S[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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28 | High/Air | SJR | 7 | 3 | 21 | - |
[edit]
A versatile attack. It's a strong jump in, is used in airdash high/low mixups off of Charged Stun Edge FRC, and cross-ups after a Lightning Javelin knockdown. You can also apply advanced f-shiki mixups off of certain setups due to its big vertical hitbox.
- Crosses up.
- Air combo filler.
Gatling Options: j.P, j.H
j.H[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|
38 | High/Air | SR | 13 | 4 | 23 | - |
[edit]
A massive swipe that's great for space control, and Ky's go-to landing move, especially when performing a safejump. Cancel into j.236S/H/D when it's blocked to keep the pressure up. Its startup frames are also useful when doing empty jump mixups, where you would fake it hitting overhead.
j.D[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|
40 | all | - | 38 | 13 | Total 25+11L | - |
[edit]
j.D is a unique move. Ky creates an electric cross in the air that hangs in place a moment before exploding. Often used for okizeme to encourage the opponent to block while you go for a crossup with j.S. Can also be used from jump ins to set up mixups. It can be used to cover yourself from air approaches, but it can be risky to use for this purpose due to the high amount of landing recovery.
- Launches on hit.
- Remains even if Ky blocks.
- Disappears if Ky is hit.
- Stops Ky's air momentum.
- Hard to hit short characters like Zappa and Faust.
Additional Frame Data: Floats opponent on ground hit (untechable for 28F). Floats opponent higher on CH (untechable for 46F). Landing recovery 11F. Ky is in CH state until 16F. Remains in place. Is a projectile. If j.D makes contact with a projectile, j.D's hitbox immediately disappears. Cannot perform a 2nd j.D until first j.D has disappeared.
Universal Mechanics[edit]
Ground Throw[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|
60 | 43 pixels | RF | - | - | - | - |
[edit]
A basic throw, but vital nonetheless. Option Select offensively with c.S, or defensively with 6P. FRC just as Ky's sword hits the ground for a combo to make your mixup more punishing.
- 2f FRC point at 59~60f.
Additional Frame Data: Knocks down. 50% forced proration.
Air Throw[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|
60 | 88 pixels | - | - | - | - | - |
[edit]
Air throw that wallbounces in the corner, link with 2P for a combo. Option Select with j.P or j.K for safety.
Additional Frame Data: Wall bounces opponent on hit (untechable for 60F). 50% forced proration.
Dead Angle Attack[edit]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|
25 | Mid | R | 12 | 3 | 24 | -13 |
[edit]
While useful in a pinch, Ky has a lot of defensive options you should consider using before committing to this unsafe guard cancel.
- Uses 6P's animation.
- Wallbounces in the corner for combos.
Additional Frame Data: Total length of animation: 38F. Fully invincible 1~14F. Throw invincible 15~32F. Wall bounces opponent on hit (untechable for 28F). Initial prorate 50%.
Specials[edit]
Stun Edge[edit]
236S/H
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|---|
S | 40 | All | F | 10 | - | Total 41 | -5 |
H | 40 | All | F | 13 | - | Total 52 | -9 |
[edit]
A fast, single hit projectile. Good for controlling space. FRC to force your way in at neutral, reset pressure, or in difficult optimal damage combos.
- The S version comes out very fast and recovers quickly.
- Good harassment tool for ending blockstrings and cancelling from f.S or 2S.
- Opponents can Instant Air Dash over it to punish continued use.
- 2F FRC point at 22~23F, when Ky's cape comes back to rest on his legs.
- The FRC can be used to continue pressure on block, combo on hit, and bait air dashes.
Additional Frame Data: Untechable for 18F. Ky is in CH state from 1~21F.
H Stun Edge moves faster, but has longer startup and recovery. It's good in neutral situations and combos.
- 2F FRC point at 25~26F, same visual cue as S version.
Additional Frame Data: Untechable for 20F. Ky is in CH state from 1~24F.
Charged Stun Edge[edit]
236D
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|
20 x 3 | All | F | 43 | 49 | Total 68 | +18 |
[edit]
A large 3-hit projectile that excels on okizeme, allowing free mix-ups when opponents are forced to block it.
- Travels nearly fullscreen.
- 2F FRC point at 31~32F, just as Ky flourishes to unleash the attack.
- Jumping immediately after an FRC makes the projectile follow Ky into the air, controlling a large amount of space. Input forward for a moment before jumping to cancel the follow effect.
- The FRC can be used to create opportunities in neutral, or set up high/low mixup on okizeme.
Additional Frame Data: Untechable for 20F Hitstop 7F. Can cancel into followup (Lightning Sphere) from 9~27F
Air Stun Edge[edit]
j.236S/H
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|---|
S | 33 | All | F | 15 | - | Total 59+14L | - |
H | 33 | All | F | 13 | - | Total 56+14L | - |
[edit]
A fast, single-hit projectile fired at the ground. Good for controlling space. You can mess with your landing timing by firing this off as opponents try to anti-air you. FRC to force your way in, escape bad situations, and set up airdash high/low mixups.
- S version goes at about a 30 degree angle.
- Significant landing recovery.
- 3F FRC point at 16~18F, just after the projectile begins to fly. Slightly later than H version.
- FRC restores air options.
Additional Frame Data: Untechable for 18F. Ky is in crouching state during landing recovery. Has a minimum height requirement
The H version is better used to harass the opponent in neutral, or in combos due to its longer hitstun.
- H version goes at about a 60 degree angle.
- Significant landing recovery.
- 3F FRC point at 14~16F, as soon as the projectile begins to fly.
- FRC restores air options.
Additional Frame Data: Ky is in crouching state during landing recovery. Has a minimum height requirement
Air Charged Stun Edge[edit]
j.236D
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|
20 x 3 | All | F | 31 | - | Total 63+14L | - |
[edit]
3-hit projectile, much like the ground version. Travels at about a 30 degree angle like S Air Stun Edge, preventing opponents from getting under it. Useful against Faust, who can crouch under ground 236D.
- 2F FRC point at 21~22F, just as Ky flourishes to unleash the projectile.
- This FRC does not reset your jump options like the Air Stun Edge FRCs do.
- FRCing can cause the projectile to change directions to face the opponent.
- The infamous 'shtkn strat' j.236D FRC negative edge a j.236H! If you do this right, Ky will effectively do 2 air fireballs that cover a big part of the playing field.
- While you won't do much damage off this, You can use it to keep the opponent away and catch unsuspecting enemies that try to air dash or jump at you.
Additional Frame Data: Untechable for 25F. Ky is in crouching state during landing recovery. Hitstop 7F. Has a minimum height requirement
Vapor Thrust[edit]
623S/H (air OK)
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|---|
S, Ground | 32 | Mid | R | 9 | 3 | 32+13L | -34 |
H, Ground | 36 | Mid | R | 11 | 4 | 30+13L | -33 |
Air | 32 | All | R | 11 | 3 | Until L+13 | - |
[edit]
Vapor Thrust is an invulnerable attack with a wide arc that hits on both sides of Ky. Poor when used on wakeup, since it's somewhat slow and easily whiffs on opponents doing low attacks, but useful as an an anti-air and in pressure.
- S version isn't invulnerable to the first active frame, so it may trade with the opponent's attacks.
- Long launch and untechable time on counter hit for better reward, making it an ideal anti-air.
- Launches the opponent higher than H Vapor Thrust.
Additional Frame Data: Fully invincible 1~8F. Ky is airborne from 9F onwards. Floats opponent on hit (untechable for 50F). Initial prorate 80%. Can cancel into Lightning Javelin from 16~29F
- H version's invul extends into active frames, which means it's Ky's actual reversal.
- Launches the opponent lower than S version
Additional Frame Data: Fully invincible 1~10F. Strike invincible 11~15F. Ky is airborne from 11F onwards. Floats opponent on hit (untechable for 45F). Initial prorate 80%. Can cancel into Lightning Javelin from 17~31F
- Air version mostly sees use as a combo filler.
Additional Frame Data: Strike invincible 1~10F. Floats opponent on hit (untechable for 45F). Can cancel into Lightning Javelin from 15~33F
Lightning Javelin[edit]
Vapor Thrust -> S/H
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|---|
S | 16 | All | R | 11 | 3 | Until L+6 | - |
H | 16 | All | R | 11 | 3 | Until L+12 | - |
[edit]
A follow-up to Vapor Thrust, primarily used for combos. Can also be used as a last ditch attempt to avoid being DP punished, but leaves Ky in CH state.
S version blows the opponent away and downwards.
- Causes wallstick and can be used for combos near the corner or to push the opponent towards the corner from midscreen.
- Recovers faster than H version, doesn't bounce Ky as high up.
- 3F FRC point at 24~26F.
- Since Lightning Javelin can be performed even on whiff, this FRC can make Vapor Thrust safe.
Additional Frame Data: Wallsticks opponent on hit (untechable for 62F, sticks for 32F). Ky is in CH state until landing
H version blows the opponent away directly to the corner and wallbounces.
- Used to either combo the opponent midscreen or to knock down. The wallbounce leaves the opponent right next to Ky, allowing for a setup.
- Recovers slower than S version, bounces Ky higher up.
- 3F FRC point at 27~29F
- Since Lightning Javelin can be performed even on whiff, this FRC can make Vapor Thrust safe.
Additional Frame Data: Wallbounces opponent on hit (untechable for 65F). Ky is in CH state until landing
Stun Dipper[edit]
236K
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|
12, 32 | L , HLF | RF | 8 | 14(7)3 | 26 | -15 |
[edit]
A fast sliding low that can go underneath many attacks. Often used to end combos and as a risky last chance jump catch. Commonly RC'd to make it safe or to continue a combo.
- First hit is low, second is mid.
- Be wary that the 2nd hit does not always combo from the 1st hit. This is distance dependent, because Ky slides a fixed distance before the slash. However, if the 1st hit is a counter hit, the 2nd hit is guaranteed to hit them.
- 3F FRC point at 24~26F, at the end of the slide.
- This is a great way to force opponents to deal with a mixup since afterwards, you can run up throw, run up continue pressure, run up overhead, etc.
- A lot of opponents like to burst on this move, using FRC will recover in time to bait and punish.
- Another gimmicky use is to do Stun Dipper FRC into Greed Sever for an overhead which which can surprise first time victims, but they'll catch on pretty quickly.
Additional Frame Data Low profile 5~21F. 2nd hit knocks down opponent on hit.
Greed Sever[edit]
214K
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|
30 | High/Air | R | 18 | 15 | 5 + 11L | -14 |
[edit]
A large overhead, useful for much more than just high low mixup. Though it's an okay mixup tool, it really shines when you use it early at a safe spacing to catch jumps, lows, air dashes and other neutral options.
- Loud and obvious visual/audio cue, so it's harder to hit than its startup implies.
- Can also hop over some low hitting moves and even low projectiles like Sol's Gunflame.
- Crosses up if done at point-blank range.
- Gives a lot of tension if it hits, but don't use it for big damage since this move prorates 85%.
- On counter hit, it launches opponents higher and is completely untechable, so adjust combo timing appropriately.
Additional Frame Data Foot invincible and airborne from 4F onwards. Ground bounces opponent on hit (untechable for 40F). Floats opponent higher and fully untechable on CH. Ky is in crouching state during landing recovery. Startup to hit a crouching opponent is 21F (tested on Sol)
Lightning Strike[edit]
222H when opponent is knocked down
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|
30 | - | F | 14 | 1 | 53 | - |
[edit]
A finishing strike of lightning, used for squeezing a bit more damage out of short combos, or long combos with FRC in exchange for losing strong okizeme.
- Normally the damage dealt is minimal due to damage scaling, but it can be used after short combos that end in knockdown to make it worth the sacrifice in oki.
- Can whiff if input too late, in which case you are stuck in recovery for a quite a while.
- 3F FRC point at 14~16F to keep both or to continue a combo after knockdown.
Additional Frame Data Removes OTG status on opponent on hit. Ky is in CH state during move. Hitstop 0F. Can only perform when opponent is knocked down.
Force Breaks[edit]
Lightning Sphere[edit]
Charged Stun Edge -> 4D
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|
24x3 | Mid | - | 6 | 34 | 4 | +8 |
[edit]
A powerful attack cancelled into from 236D. Great in neutral for suddenly filling the space in front of you, in blockstrings for resetting pressure, and in high damage combos. Commonly used after 6k to confirm into a combo or reset pressure.
- Pulls opponent in on hit or block.
- Must be blocked with FD in the air.
- Can be cancelled into Charge Drive.
Additional Frame Data Untechable for 25F. Hitstop 7F. Total length 43F. Can cancel into followup (Charge Drive) from 30~36F
Charge Drive[edit]
Lightning Sphere -> 46D
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|
130 | All | R | 7+13 | 15 | 35 | -31 |
[edit]
Finishing blow followed up from Lightning Sphere. Deals a high amount of stun, but is rarely used overall. Wallsticks in the corner, allowing a short follow-up combo.
Additional Frame Data Forced prorate 70%. Wallsticks opponent on hit (untechable for 80F, sticks for 60F)
Stun Rays[edit]
j.214D
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|
18x2 | Mid | - | 45 | 161 | Total: 22F | - |
[edit]
An exceptionally powerful version of Ky's j.D that lasts a long time and remains active even if Ky gets hit. It can be used to set up a wall to keep the opponent away in neutral. Setting it for okizeme severely limits the opponents wakeup options and will launch on hit, starting combos.
- Must be blocked in the air with Faultless Defense
- Be sure to space it correctly (or be in the air) when the opponent wakes up in order to avoid being thrown.
Additional Frame Data 22F hitstun on standing hit. Untechable for 40F. Floats opponent on CH (untechable for 62F). Ky is in CH state until 15F. Hitstop 6F. Has a minimum height requirement. Projectile guaranteed to appear after 12F
FB Greed Sever[edit]
214D
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|
70 | High/Air | R | 22 | 4 | 21 | -8 |
[edit]
A version of 214K with low invul and a bit of startup invul. Useful for punishing lows, discouraging movement, or as a gimmicky reversal option. On hit, combo into 222H, and optionally FRC to squeeze more damage out of the combo. Launches on Counter Hit for a combo.
Additional Frame Data Initial prorate 80%. Knocks down opponent on air hit (untechable for 44F). Ground bounces opponent on CH (untechable for 43F, tested on Sol). Ky is airborne from 5~20F. Ky is in CH state during move. Fully invincible 1~4F
Overdrives[edit]
Ride the Lightning[edit]
632146H (air OK)
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|---|
Ground | 36x5 | Mid | RF | 10+1 | 42 | 20 | -24 |
Air | 36x5 | All | RF | 7+1 | 42 | Until L+3 | - |
[edit]
- The ground one can be used a a wakeup reversal
- The aerial version can be used in combos if done as a low air juggle.
- Overall, these attacks as not used much.
- (Both versions): FRC point at 53~56f (first frames of recovery) allows Ky to do combos, although you are using 75% meter.
Additional Frame Data Fully invincible 1~14F. Throw invincible 15~19F. Floats opponent on hit (untechable for 36F). Ky is in CH state during move. Hitstop 6F. Dizzy modifier x0
Sacred Edge[edit]
236236P
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|
27x5 | All | F | 5+3 | - | Total: 36F | +13 |
[edit]
- Can be used in combos after 2D and while it is +13 on block, it's usually more meter-efficient to use Lightning Sphere for that purpose.
- FRC point at 13~14f for added safety or being more plus on block. sounds cool on paper (but it's still 75% meter.)
Semi-Unblockable Glitch
- Perform a Charged Stun Edge > FRC > Sacred Edge. The CSE will continue to go forward during SE's super flash. If the opponent is not blocking pre-superflash, the CSE will hit them (assuming they are within range).
Additional Frame Data Untechable for 30F. Hitstop 0F
Instant Kill[edit]
Rising Force[edit]
in IK Mode: 236236H
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air FD Low: Low or air FD Mid: Any ground block or air FD |
CancelWhat this attack can cancel into. | StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
---|---|---|---|---|---|---|
Fatal | All | - | 9+8 | 3 | 45 | -29 |
[edit]
Ky's Instant Kill is actually pretty fast and far-reaching. This makes it useful if you are able to Bear Stun the opponent or if you are fighting A.B.A. and can force her to transform out of Moroha Mode via knockdowns. Additional Frame Data IK mode activation: 46F
Notable Players[edit]
Name (English/Japanese) | Color | Location | Common Venues |
Contact | Status | Notes | Example Play |
---|---|---|---|---|---|---|---|
Machaboo | ![]() |
Japan | Mikado | - | Retired to SFV | Extremely strong all around player. If you don't know who this is, you're gonna learn. |
Link |
Ain | ![]() |
Japan | Mikado | - | Retired to Xrd | Aggressive, strong Ky player | Link |
Rozu | ![]() |
Japan | Mikado | - | Retired to Xrd | - |
NOTE: These tables are still WIP[edit]
External References[edit]
[edit]
![]() |
To edit frame data, edit values in GGACR/Ky Kiske/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
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A.B.A [★]
Anji Mito [★]
Axl Low [★]
Baiken [★]
Bridget [★]
Chipp Zanuff [★]
Dizzy [★]
Eddie [★]
Faust [★]
I-No [★]
Jam Kuradoberi [★]
Johnny [★]
Justice [★]
Kliff Undersn [★]
Ky Kiske [★]
May [★]
Millia Rage [★]
Order-Sol [★]
Potemkin [★]
Robo-Ky [★]
Slayer [★]
Sol Badguy [★]
Testament [★]
Venom [★]
Zappa [★]
Click [★] for character's full frame data