GGACR/Ky Kiske

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GGACR Ky Nameplate.png
GGACR Ky Portrait.png
Movement Options
Double Jump, 1 Airdash, Dash Type: Run
Colors
default P
default K
default S
default H
default D
GGACR Ky normal p.png
GGACR Ky normal k.png
GGACR Ky normal s.png
GGACR Ky normal h.png
GGACR Ky normal d.png
ex P
ex K
ex S
ex H
ex D
GGACR Ky ex p.png
GGACR Ky ex k.png
GGACR Ky ex s.png
GGACR Ky ex h.png
GGACR Ky ex d.png
slash P
slash K
slash S
slash H
slash D
GGACR Ky slash p.png
GGACR Ky slash k.png
GGACR Ky slash s.png
GGACR Ky slash h.png
GGACR Ky slash d.png
reload P
reload K
reload S
reload H
reload D
GGACR Ky reload p.png
GGACR Ky reload k.png
GGACR Ky reload s.png
GGACR Ky reload h.png
GGACR Ky reload d.png

Overview[edit]

Ky Kiske fulfills the role of an approachable and well rounded character.

Ky performs best at midrange with a variety of useful pokes at his disposal, but he has tools at every range thanks to his Stun Edge projectiles. He uses his fast and long reaching f.S to tame opponents and threaten them with high damage counter hit combos, and rounds out his spacing game with 2S, 5HS, 2K, and 2D. From well spaced pokes, experienced Ky players can cancel into Stun Dipper to secure knockdowns from afar. Frustrated opponents that jump at him will find themselves dealing with his above-the-knees invulnerable 6P and extremely long reaching 2HS. When he finds himself further away from the opponent he can use his Stun Edge projectiles to harass them, either covering his approach or playing keep away. After securing a knockdown, Ky can safely set up okizeme using Charged Stun Edge, then apply his strong pressure game by lacing in low attacks, frame traps, throws, and pressure resets with 6HS and 6K to wear the enemy down. To turn the tide, Ky can use his exceptional Stun Dipper to slide under pokes and projectiles and score knockdowns, utilize his overhead Greed Sever to attempt to catch the opponent slacking on defense, or spend Tension to use his fully invulnerable reversal, Ride The Lightning. He is a character that can rapidly switch between keeping the opponent away and turning on the offensive. His balanced movepool has a tool for every situation, though he lacks specialization in any one role. While some are quick to assume Ky is a painfully basic character, he has many tricks and tools in his arsenal that round out his game plan.

Playstyle
GGACR Ky Kiske Icon.png Ky Kiske fulfills the role of an approachable and well rounded character.
Pros Cons
  • strong neutral game; fast, far-reaching normals that yield knockdown and damage.
  • Pressure that utilizes many lows, rewarding frame traps, and opportunities to reset pressure or safely return to neutral.
  • Has a tool for every situation, including two strong anti-airs, a great mash out move in 2P and two reversal attacks.
  • Can Knockdown after most confirms thanks to Lightning Javelin having a ton of untechable time.
  • Strong okizeme between 3H, 236D, j.236D, j.D, j.214D, 5K and j.S
  • Second Chance mix up tools are limited and either require meter or end your turn and put you on the defensive.
  • His long distance game is very one dimensional and is very outclassed by most other projectile characters.
  • Many of his buttons have proration leaving Ky with very low average damage.
  • His approach is very straight forward and easy for more defensive characters to stop.
Guilty Bits Character Intro


Normals[edit]

5P[edit]
5P
GGAC Ky 5P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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.
8 Mid CSJR 5 4 6 0

5P *One of ky's fastest normals and works great for poking opponents close by

  • Can chain into any of ky's normals depending on range
  • Can also be used as a situational anti-air
5K[edit]
5K
GGAC Ky 5K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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 Low SJR 5 8 7 -5

5K *Fast close ranged poke that works good in mix ups.

  • Chains into all of ky's normals.
  • Despite coming out as fast as 5P, 5K has quite a long active hitbox.
  • Works great as a combo starter because it hits low.
    • While 5K does work good for a combo starter it does have 80% proration.
[edit]
c.S
GGAC Ky cS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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.
28 Mid SJR 7 2 18 -3
  • c.S is a close poke that comes out very fast.
  • c.S can be chained into most of ky's kit and so works as a great combo starter.
  • Also can work as a anti-air because it hits very high.
  • You can use c.S as a good throw OS.
[edit]
f.S
GGAC Ky fS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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.
28 Mid SR 10 6 19 -11
  • f.S is a far reaching normal best used to zone out your opponent from medium to far range.
  • On block and hit you can cancel the move into either 2S or stun edge depending on range.
  • It's recommended to be careful using f.S 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.
[edit]
5H
GGAC Ky 5H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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.
42 Mid SR 10 6 12 +1
  • 5H is a good medium range poke that leaves ky at +1 on block
  • Slighter shorter range than f.S but has a higher hitbox.
  • Best raw starter for ky.
  • leaves ky +1 on block allowing ky to reset pressure.
  • Can combo into stun dipper on hit.
  • Can also combo into stun edge but doing so will get rid of your frame advantage just to push your opponent away farther.

Additional Frame Data Staggers opponent on ground CH (max 47F)

[edit]
6P
GGAC Ky 6P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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 Mid SR 9 5 15 -6
  • 6P is a good anti air.
  • Has upper body invulnerability.
    • Beats most air normals, but may not be the best option for the scenerio.
    • Untechable blowback launcher on counter hit
  • Gattlings into a lot of Ky's normals.
  • Can be used as a frame trap by canceling other moves into 6P.

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). Initial prorate 90%

[edit]
6K
GGAC Ky 6K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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.
36 Mid SR 17 2 11 +4
  • 6K is a weird move used mostly for combos and blockstrings
  • +5 on hit and +6 on crouching hit. Allowing ky to link into jabs.
  • Can special cancel 6K.
  • Untechable on air hit.
  • Used alot for ending corner combos allowing oki.

Additional Frame Data Blows away opponent on air hit (untechable 25F)

[edit]
6H
GGAC Ky 6H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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.
43 Mid SJR 20 4 17 +2
  • 6H is a move with multiple uses but mainly used in combos
  • Staggers on ground hit, wall bounces on air hit.
  • Can work as a long range poke.
  • Cancels into all of ky's S and H moves except for 6H. Along with being jump cancelable.
  • Tricky to combo into in certain situations.

Additional Frame Data Staggers opponent on ground hit (max 50F). Wall bounces opponent on air hit (untechable for 45F). Blockstun 22F on standing block

[edit]
3H
GGAC Ky 3H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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.
36x2 Mid SJR 23 8, 1 3 +15
  • 3H is a good oki tool for ky.
  • +15 on block with only 3 frames of recovery allowing you to block any reversal.
  • Forces opponent into crouching state on hit.
[edit]
5D
GGAC Ky 5D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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.
15 High R 25 4 22 -12
  • 5D is a standard dust
  • Hits high.
  • You can cancel into 5D from 5H on counter hit.
[edit]
2P
GGAC Ky 2P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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.
8 Mid CSR 4 4 5 +1
  • 2P is a fast low poke
  • Cancels into all of ky's normals.
  • Comes out in 4 frames.
  • 2P prorates 80% and drops the guard gauge.
  • +1 on block.
  • Good for tick throw setups.
[edit]
2K
GGAC Ky 2K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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.
14 Low SR 5 4 6 0
  • 2K works as a nice combo starter.
  • Prorates 70%, but 2K can cancel into a lot of ky's kit.
  • Leaves you +0 on block.
  • Has good range and comes out fast.
[edit]
2S
GGAC Ky 2S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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 Low SR 9 2 13 -1
  • 2S is a good low poke.
  • Has good range.
  • Ky's hurtbox is quite far from the hitbox.
[edit]
2H
GGAC Ky 2H.png
Keep The Flag Flying
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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 Mid SJR 12 4 20 -7
  • 2H is a good anti-air and zoning tool
  • Catches jumps and iads very well.
    • On air hit the move vacums the opponent into itself.
    • 2H is jump cancelable.
  • On counter hit 2H is a launcher.
[edit]
2D
GGAC Ky 2D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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 Low SJR 7 12 12 -10
  • 2D is ky's main knockdown tool
  • Has good range.
  • Leads it oki.
  • Is jump cancelable.
    • Air charged stun edge and j.D are good oki options from jump cancelling.
  • 2D into metered options is ky's main launcher.

Additional Frame Data Initial Prorate: 85%

[edit]
j.P
GGAC Ky jP.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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 High, Air CSJR 6 6 6 -
  • j.P is a fast air poke
  • Short range but comes out fast.
  • Good air to air move.
  • Used alot in air combos.
[edit]
j.K
GGAC Ky jK.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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.
16 High, Air SR 7 8 8 -
  • j.K is a good air to air move.
  • Beats out alot of moves in the air.
  • Crosses up.
[edit]
j.S
GGAC Ky jS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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.
28 High, Air SJR 7 3 21 -
  • j.S is mainly uses as a air mix up and combo filler.
  • Can cross up.
  • Good move to land with.
[edit]
j.H
GGAC Ky jH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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 -
  • j.H is a multipurpose air move.
  • Hits in alot of different places around ky.
  • Used in alot of air combos.
  • Great move to land with due to a large hitbox.
[edit]
j.D
GGAC Ky jD.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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 -
  • j.D is a unique move, Ky creates an electric cross in the air that stays for a bit until activating doing a small aoe attack. If ky gets hit the move will disappear.
  • When Ky does j.D he will freeze in the air.
  • Used as a cross up oki tool, but is not as good on short characters like zappa and faust.
  • Can zone the opponent from air approaches, but not the most consistent.

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 2nd j.D until first j.D has disappeared.


Universal Mechanics[edit]

[edit]
Ground Throw
GGAC Ky throw.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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 - - - -
  • Basic ground throw.
  • Has an FRC point at 59~60f. You get nice damage after it.

Additional Frame Data Forced Prorate 50%. Knockdowns on hit

[edit]
Air Throw
GGAC Ky airThrow.png
throws the opponent behind Ky. Wallbounces.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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 - - - - -
  • Basic air throw that leaves the opponent behind Ky.
  • Can wallbounce and lead to a short combo.

Additional Frame Data Wallbounces opponent on hit (untechable for 60F). Forced prorate 50%

[edit]
Dead Angle Attack
GGAC Ky 6P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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
  • For ky's dead angle attack ky does his 6P animation
  • Wallbounces for possible combos in the corner

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]
Stun Edge
236S/H
GGAC Ky StunEdge.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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
  • A good fast fireball type move
  • People can iad over and punish continued use
  • The S version comes out very fast and controls very good space.
  • FRC Point at 22~23f
    • The FRC is used mostly to continue pressure after moves that usually leave ky with alot of recovery.

Additional Frame Data Untechable for 18F. Ky is in CH state from 1~21F

H 40 All F 13 - Total 52 -9
  • H Stun Edge moves faster than S Stun Edge, but has a longer startup and recovery. Meant for neutral.
  • FRC Point at 25~26f
    • Although not as strong as Xrd's YRC Stun Edge, it still allows some decent coverage while approaching and baiting IADs

Additional Frame Data Untechable for 20F. Ky is in CH state from 1~24F

[edit]
Charged Stun Edge
236D
GGAC Ky CSE.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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
  • Charged stun edge is a large multi-hit fireball that excels on oki
  • Hits 3 times
  • Amazing on oki by allowing free mix-ups
  • Travels almost the entire screen.
  • Has an FRC point at 31~32f
    • There is a glitch where yo jump right after a successful frc making the Charged stun edge follow you into the air.

Additional Frame Data Untechable for 20F Hitstop 7F. Can cancel into followup (Lightning Sphere) from 9~27F

[edit]
Air Stun Edge
j.236S/H
GGAC Ky AirStunEdge.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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 -
  • S version goes at about a 30 degree angle.
  • FRC point at 16~18f
    • This restores air options

Additional Frame Data Untechable for 18F. Ky is in crouching state during landing recovery. Has a minimum height requirement

H 33 All F 13 - Total 56+14L -
  • H version goes at about a 60 degree angle.
  • FRC point at 14~16f
    • This restores air options

Additional Frame Data Ky is in crouching state during landing recovery. Has a minimum height requirement

[edit]
Air Charged Stun Edge
j.236D
GGAC Ky ACSE.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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 -
  • This fireball does 3 hits like CSE and goes at about a 30 degree angle from straight down.
  • FRC at 21~22f.
  • Note that this FRC DOES NOT reset your jump options like the other 2 air fireballs
  • The infamous 'shtkn strat' as named by Mike Z: 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

[edit]
Vapor Thrust
623S/H air OK
GGAC Ky VaporThrust.png
You should mostly stick with the H version
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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
  • A poor reversal special that easily whiffs on opponents doing low attacks.
  • The S version isn't invulnerable to the first active frame, so it is possible to trade with the opponent's attacks.
  • S Version tends to have better reward on counter hit and acts as a better Anti Air than the H Version.
  • Also note that S Vapor Thrust launches the opponent higher than the H Vapor Thrust, so adjust combo timing appropriately.

This attack is mostly used as combo filler/ender since the followup attack wallbounces and allows for extended combos midscreen or knockdown.

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 Rising Javelin from 16~29F

H, Ground 36 Mid R 11 4 30+13L -33
  • Ky's actual meterless reversal.
  • Some combos may need the S Version and others the H one. Experiment.

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 Rising Javelin from 17~31F

Air 32 All R 11 3 Until L+13 -
  • Mostly sees use as a combo filler.

Additional Frame Data Strike invincible 1~10F. Floats opponent on hit (untechable for 45F). Can cancel into Rising Javelin from 15~33F

[edit]
Lightning Javelin
Vapor Thrust -> S/H
GGAC Ky LightningJavelin.png
S version wallsticks, H version wallbounces
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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 -
  • S version blows the opponent down and away.
  • Causes wallstick and can be used for either combos near the corner or to push the opponent towards the corner from midscreen.
  • FRC Point at 24~26f

Additional Frame Data Wallsticks opponent on hit (untechable for 62F, sticks for 32F). Ky is in CH state until landing

H 16 All R 11 3 Until L+12 -
  • H version wallbounces the opponent.
  • It is used to either combo the opponent midscreen or to knock down the opponent.
  • FRC Point at 27~29f

Additional Frame Data Wallbounces opponent on hit (untechable for 65F). Ky is in CH state until landing

[edit]
Stun Dipper
236K
GGAC Ky StunDipper.png
2nd hit won't combo if you do it too close to the opponent.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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
  • First hit is low, second is mid.
  • Common use for this move is to do a combo that ends in slide then RC, then run up and do c.S > 2H > air combo.
  • Be wary that the 2nd hit does not always combo from the first hit. This is distance dependent. However, if the first hit is a counter hit, the 2nd hit is guaranteed to hit them.
  • FRC point at 24~26f
    • Practice this! It's a great way to force the opponent to deal with a mixup since after this, you can run up throw, run up continue pressure, run up overhead, whatever.
    • A lot of opponents like to burst on this move, but if you FRC it, you can block the burst and punish them!
    • Another kinda gimmicky use is to do slide, FRC into GS for an overhead which which will 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.

[edit]
Greed Sever
214K
GGAC Ky GreedSever.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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
  • Overhead, also crosses up opponents if done next to them.
  • It's pretty easy to see coming, so don't rely on this too much.
  • It's also good as a zoning move if you can predict that the opponent's going to air dash in at you or stick out a poke with a decent amount of recovery.
  • It can also hop over some low hitting moves as well as over Sol's gunflame!
  • This move gives a lot of tension if it hits, so it's useful for that, but don't use it for big damage since this move prorates 85%.
  • On counter hit, it bounces them really high and is completely untechable, so don't be too surprised if this happens.

Additional Frame Data Foot invincible and airborne from 4F onwards. Ground bounces opponent on hit (untechable for 40F). Floats opponent hight and fully untechable on CH. Ky is in crouching state during landing recovery. Startup to hit a crouching opponent is 21F (tested on Sol)

[edit]
Lightning Strike
222H when opponent is down
GGAC Ky LightningStrike.png
Trading oki for damage. FRC to get both or combo
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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 -
  • Can be used to deal damage after knocking down the opponent.
  • This attack can whiff if the attack is inputted too late, in which you are stuck in recovery for quite a while.
  • 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.
  • 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 move when opponent is knocked down


Force Breaks[edit]

[edit]
Lightning Sphere
CSE -> 4D
GGAC Ky Orb.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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
  • A great attack that must be FDed in the air and leads to great damage.

Combos

  • 2D > Lightning Sphere > c.S > 2H > air combo is a common combo that works on most characters.
    • You must perform this much closer and quicker than usual to get it to work on characters like ABA and Robo-Ky.

Defense

  • This can work as an anti-rushdown tool because it covers a lot of space in front of Ky. If the opponent blocks, then great! It's +8 and pulls in in the opponent, so you get a chance to change the momentum of the match if you can force your opponents to block this.

Corner Lockdown

  • You can use it when your opponent is the corner as a safe blockstring starter because the opponent won't have as much room to maneuver around the attack.

Additional Frame Data Pulls in opponent on hit or block Untechable for 25F. Hitstop 7F. Total length 43F. Can cancel into followup (Charge Drive) from 30~36F

[edit]
Charge Drive
Ligtning Sphere -> 46D
GGAC Ky ChargeDrive.png
Low-commitment Rising Force
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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
  • Technically an overdrive. Wallsticks in the corner.

Additional Frame Data Forced prorate 70%. Wallsticks opponent on hit (untechable for 80F, sticks for 60F)

[edit]
Stun Rays
j.214D
GGAC Ky jD.png
Looks just like j.D, but has a lot of special properties.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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 -
  • A version of Ky's j.D that lasts a long time and remains active even if Ky gets hit. This attack must be FDed in the air.

Zoning

  • Use this to control space and to effectively block off a section of the screen for the opponent and to stop the opponent from rushing you down.

Okizeme

  • Lay this down on a knocked-down opponent to limit their wakeup options. Because the cross will stay out no matter what, the opponent must think twice before most reversal options.
    • Do note that one common counter to this is to throw Ky on wakeup, so be sure to space it correctly (or be in the air) when the opponent wakes up.

Additional Frame Data 22F hitstun on standing hit Floats opponent on CH (untechable for 62F). Untechable for 40F. Ky is in CH state until 15F. Remains in place. Hitstop 6F. Has a minimum height requirement. Projectile guaranteed to appear after 12F

[edit]
FB Greed Sever
214D
GGAC Ky GreedSever.png
Invincible to lows.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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
  • This version does decent damage by itself, but it's main utility is that it is invincible to low attacks during some of the startup.
  • Ground bounces on CH for followup combos. Otherwise immediately knocks them down after which you can Lightning Strike FRC to combo if you wish to spend the meter.

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]

[edit]
Ride the Lightning
632146H air OK
GGAC Ky RTL.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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
  • The ground one can be used a a wakeup reversal
Air 36x5 All RF 7+1 42 Until L+3 -
  • 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

[edit]
Sacred Edge
236236P
GGAC Ky SacredEdge.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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
  • Can be used in combos after sweep and while it is +13 on block, it's most likely more meter-effecient to use Lightning Sphere for that purpose.
  • FRC Point at 13~14 for added safety or being more plus on block (sounds cool on paper but it's still 75% Meter.)

Semi-Unblockable Glitch

  • Perform a CSE > FRC > Sacred Edge. The CSE will continue to go forward during the Sacred Edge'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
in IK Mode: 236236H
GGAC Ky IK.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a 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
  • 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 ABA 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 enter Japan Mikado - Retired Extremely strong all around player.
If you don't know who this is, you're gonna learn.
Link
Ain enter Japan Mikado - Retired to Xrd Aggressive, strong Ky player Link
Rozu enter Japan Mikado - Retired to Xrd -


Navigation[edit]


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