GGACR/Ky Kiske

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Overview[edit]
Overview

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, long f.S to harass his foes, and rounds out his neutral game with 2S, 5H, 2K, and 2D. Experienced Ky players can cancel into Stun Dipper to secure knockdowns from afar. Frustrated opponents that jump at Ky will find themselves dealing with his above-the-knees invulnerable 6P and very tall 2H. When Ky is farther from the opponent he can use Stun Edges to harass, either covering his approach or playing keep away.

After getting a knockdown, Ky safely sets up okizeme using Charged Stun Edge, 3H or j.D, then applies strong blockstring pressure, lacing together low attacks, frame traps, throws, and pressure resets with 6H, 6K, and powerful Force Breaks (FBs) 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, or gamble with his reversal, Vapor Thrust. Ky can rapidly switch between keeping the opponent away and applying pressure.

Ky's balanced moveset has a tool for every situation, although he lacks specialization in any one role and can be 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.
Now he investigates the Post-War Administration Bureau to bring justice to the corrupt system, though he is starting to have some doubts on his black and white worldview.
He employs skillful swordplay and a magic blade, Thunderseal, in his fighting style, utilizing techniques that are peerless in strength and skill.

Ky must balance his duties with the safety of his friends and family.
Voice:Takeshi Kusao
Playstyle
GGACR Ky Kiske Icon.png Ky Kiske is a balanced, straightforward character with a tool for every range and situation.
Pros Cons
  • All Range: Plenty of normals with range, speed, and good frame data + versatile projectiles and traps make Ky effective up close, far away, and everywhere in between.
  • High Mix Pressure: Open gatling table and a suite of versatile normals allows for variable blockstring pressure to keep opponents guessing and crank up their Guard Gauge.
  • Tricky With Meter: Ky's FRCs and FBs are versatile, with them he can establish pressure, create combos, enhance mix ups, make himself safe, and more.
  • All Rounder: Tools for every situation, including two strong anti-airs, a fast jab in 2P, and two reversals.
  • Knockdown From Anything: Can secure a knockdown from nearly any situation, mostly thanks to Javelin.
  • Strong Setups: 3H, 236D, j.236D, j.D, j.214D, 5K and j.S all combine to give Ky superb options for okizeme.
  • Linear At Range: Ky's versatility is outclassed by most other projectile characters and characters with long range pokes.
  • Limited Second Chance Pressure: Pressure extensions are limited and either require meter or end your turn and put you on the defensive.
  • Low Base Damage: Ky's typical combo starters prorate heavily, couple this with an already low overall output and you have a less explosive character than most others.
  • Straightforward To A Fault: Ky's approach is somewhat telegraphed, and easy for more defensive characters to stop; requires acting outside the box.
  • Poor Matchups Against Top Tier: Despite being strong in his own right, Ky is shut out by the stronger characters in +R.
Guilty Bits Character Intro

Normals[edit]

5P[edit]

5K[edit]

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
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. Advantage Invuln
28 Mid 7 2 18 -3 -

[edit]

A versatile 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, 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 option select with.
  • Preferred normal to Jump Install in specific combos.
  • Long hitstun on CH, enough to combo into 3H.
  • Often used to frame trap due to its high reward on CH


Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 3H, 5D, 2D

f.S[edit]

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
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. Advantage Invuln
42 Mid 10 6 12 +1 -

[edit]

Hits decently high up and has a small hurtbox, so it sees use as a combination poke + anti air. 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. Being a level 5 attack, it's also a good normal to cancel into 214K with a minimal gap.

  • Slightly shorter range than f.S but hits higher up and doesn't extend Ky's hurtbox as far.
  • Heavily increases Guard Gauge.
  • Ky's best raw starter.
  • Staggers opponent on CH.
  • Preferred normal to loop airborne CH's when comboing with a flashing Guard Gauge.

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
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. Advantage Invuln
30 Mid 9 5 15 -6 1~6F Upper Body
7~13F Above Knees

[edit]

Ky's go-to anti-air, and a good combo starter on Counter Hit. This is generally used instead of 2H when you're specifically reacting to a deep jump in, since it is fast and has invul. Often cancelled into c.S for safety in the event of a clash or to hit confirm.

  • Upper body invulnerable early in the animation, then above-knees invulnerable for the rest.
  • Its invul can be used to beat some defensive options, such as DAA, or Vapor Thrust.
  • Floats and blows opponent back a far distance on CH.
  • Often used as a frame trap due to high reward on CH.
  • Sometimes used to start 6H loops on CH from very close hits.

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]

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
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. Advantage Invuln
43 Mid 20 4 17 +2 -

[edit]

Level 6 attack. Used often in blockstring pressure and in powerful wall bounce 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 cancel window.
  • Heavily increases Guard Gauge.

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
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. Advantage Invuln
36x2 Mid 23 8, 1 3 +15 -

[edit]

A powerful attack for okizeme when you have enough time to use it. Ky's slowest grounded normal other than 5D, in exchange for being ultra plus on block and option selecting all reversals when timed correctly due to its absurdly fast recovery.

  • Hits 2 times.
  • Forces opponent into crouching state on hit.
  • Heavily increases Guard Gauge.
  • The 2nd hit is a common target for SB. Though this will negate Ky's absurd frame advantage, he is still safe.

5D[edit]

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
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. Advantage Invuln
8 Mid 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.

  • Though this is his fastest normal, 2K may be the preferred link in certain situations where its superior range is necessary.

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]

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
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. Advantage Invuln
25 Low 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
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. Advantage Invuln
40 Mid 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 beat 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]

j.P[edit]

j.K[edit]

j.S[edit]

j.H[edit]

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
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. Advantage Invuln
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, launching on hit and even higher on counterhit. It's often used for okizeme to encourage the opponent to block, and in tricky crossup mixups after a solid knockdown. It can also be used in neutral to cover yourself from both air and grounded approaches, or be chained into from j.P and j.K to set up mixups, but it can be risky to use in these ways due to its long startup and high amount of landing recovery.

  • Stops Ky's air momentum on use.
  • Remains even if Ky blocks, but disappears if Ky is hit.
  • 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. Is a projectile. If j.D makes contact with another projectile, j.D's hitbox immediately disappears. Cannot perform a second j.D until first j.D disappears.


Universal Mechanics[edit]

Ground Throw[edit]

Air Throw[edit]

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
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. Advantage Invuln
25 Mid 12 3 24 -13 1~14F All
15~32F Throw

[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.

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
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. Advantage Invuln
S 40 All 10 - Total 41 -5 -
H 40 All 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 in combos where the S version doesn't work.

  • 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
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. Advantage Invuln
20 x 3 All 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
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. Advantage Invuln
S 33 All 15 - Total 59+14L - -
H 33 All 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
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. Advantage Invuln
20 x 3 All 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
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. Advantage Invuln
Ground S 32 Mid 9 3 32+13L -34 1~8F All
Ground H 36 Mid 11 4 30+13L -33 1~10F All
11~15F Strike
Air 32 All 11 3 Until L+13 - 1~10F Strike

[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
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. Advantage Invuln
S 16 All 11 3 Until L+6 - -
H 16 All 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
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. Advantage Invuln
12, 32 L , HLF 8 14(7)3 26 -15 5~21F Low Profile

[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
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. Advantage Invuln
30 High/Air 18 15 5 + 11L -14 4~37F Feet

[edit]

A large overhead that ground bounces the opponent on hit, 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. It's also good for beating answers to Ky's pressure that aren't fuzzy block or simply blocking, especially if they're trying to poke out of your pressure.

  • Though it starts up fast (18f), it doesn't hit crouching opponents until later (roughly frame 24, earlier on larger characters).
  • Loud and obvious visual/audio cue, so it's harder to hit than its startup implies.
  • Can hop over low hitting moves and even low projectiles like Sol's Gunflame.
  • Crosses up if done at point-blank range.
  • On CH, it floats opponents higher and is completely untechable, opening up more combo routes.
  • Often made safe with RC > 2P

Additional Frame Data 85% initial proration. 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 medium sized crouching opponent is 24F (tested on Sol), startup to hit a large sized opponent is 21f (tested on Potemkin).

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
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. Advantage Invuln
30 - 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
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. Advantage Invuln
24x3 Mid 6 34 4 +8 -

[edit]

A powerful attack that's performed during the startup of 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. Often you can catch an opponent reacting to the startup of 236D and attempting to jump over it with this attack.

  • Vacuums opponent.
  • 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

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
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. Advantage Invuln
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
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. Advantage Invuln
70 High/Air 22 4 17 -4 1~4F All

[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, but it can be hit-or-miss which attacks it will counter hit. As a reversal option, it's great for beating moves that option select 623H, since these are typically lows.

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
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. Advantage Invuln
Ground 36x5 Mid 10+1 42 20 -24 1~14F All
15~19F Throw
Air 36x5 All 7+1 42 Until L+3 - 1~14F All
15~19F Throw

[edit]

An expensive reversal and combo tool that has limited uses. It starts up exactly as fast as 623H, so it's a bit slow, but it moves horizontally rather than vertically so it will beat many options that are used to beat 623H. If TK'd, this move can be used in combos against airborne opponents.

  • Invulnerable only through the startup and bit into the actual attack, will not move through projectiles.
  • The aerial version can be used in combos if done as a low air juggle.
  • FRC is good for staying safe on block or starting combos, but this is an expensive tactic at 75 meter + tension cooldown.

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
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. Advantage Invuln
27x5 All 5+3 - Total: 36F +13 -

[edit]

Usually used to add damage to combos. A common route is to use it after 2D. Can also be useful to reset pressure, as it's very plus on block, but the meter cost is significant.

  • While it is +13 on block, it's usually more meter efficient to use Lightning Sphere for pressure resets.
  • FRC point at 13~14f for added safety or being more plus on block. Sounds cool on paper, but that's a whopping 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). This trick is rarely used.

Additional Frame Data Untechable for 30F. Hitstop 0F


Instant Kill[edit]

Rising Force[edit]

During IK Mode: 236236H


Colors[edit]

GGACR Ky Kiske normal p.png
GGACR Ky Kiske normal k.png
GGACR Ky Kiske normal s.png
GGACR Ky Kiske normal h.png
GGACR Ky Kiske normal d.png
Default P
Default K
Default S
Default H
Default D
GGACR Ky Kiske ex p.png
GGACR Ky Kiske ex k.png
GGACR Ky Kiske ex s.png
GGACR Ky Kiske ex h.png
GGACR Ky Kiske ex d.png
EX P
EX K
EX S
EX H
EX D
GGACR Ky Kiske slash p.png
GGACR Ky Kiske slash k.png
GGACR Ky Kiske slash s.png
GGACR Ky Kiske slash h.png
GGACR Ky Kiske slash d.png
Slash P
Slash K
Slash S
Slash H
Slash D2
GGACR Ky Kiske reload p.png
GGACR Ky Kiske reload k.png
GGACR Ky Kiske reload s.png
GGACR Ky Kiske reload h.png
GGACR Ky Kiske reload d.png
Reload P
Reload K
Reload S
Reload H
Reload D2
AC Ky Kiske normal h.png
AC Ky Kiske normal d.png
Slash D1 Arcade & PC-Rollback Update Only
Reload D1 Arcade & PC-Rollback Update Only
*To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
1Only selectable on the Arcade and PC-Rollback versions of the game.
2These are available on home ports. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


Notable Players[edit]

Name (English/Japanese) Color Location Common
Venues
Contact Status Notes Example Play
Machaboo / まちゃぼー enter Japan Mikado Twitter Retired to SFV Extremely strong all around player.
If you don't know who this is, you're gonna learn.
Link
Ain / あいん enter Japan Mikado Twitter Retired to Xrd Sometimes aggressive sometimes lame, strong Ky player Link
Rozu / ろず enter Japan Mikado Twitter Retired to Xrd Even more aggressive than Ain Link
SteveH enter USA (Maryland) - - Retired Always picks Existence Marlinpie vs. SteveH Winter Brawl GF

NOTE: These tables are still WIP[edit]

External References[edit]

Navigation[edit]

Ambox notice.png To edit frame data, edit values in GGACR/Ky Kiske/Data.