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 and long reaching f.S to harass his foes, and rounds out his spacing game with 2S, 5HS, 2K, and 2D. Experienced Ky players can cancel into Stun Dipper to secure knockdowns from afar. Frustrated opponents that jump at him will find themselves dealing with his above-the-knees invulnerable 6P and extremely long reaching 2H. When Ky is further away from the opponent he can use Stun Edges to harass them, either covering his approach or playing keep away. After getting a knockdown, Ky safely sets up okizeme using Charged Stun Edge or 3H, then applies strong blockstring pressure by lacing together low attacks, frame traps, throws, and pressure resets with 3H, 6K, and powerful Force Breaks to wear the enemy down.

To turn the tide, Ky can use Stun Dipper to slide under attacks and score knockdowns, utilize his overhead Greed Sever to catch the opponent's defensive options, or spend Tension to Roman Cancel a reversal. He is a character that is able to rapidly switch between keeping the opponent away and turning on the offensive. His balanced moveset has a tool for every situation, though he lacks specialization in any one role and can be heavily locked out by specialist characters. While some are quick to assume Ky is a painfully basic character, he has many tricks in his arsenal that round out his game plan.


Lore:A former captain of the Sacred Order of Holy Knights.

Ky's zeal and sincerity make him a valuable asset to his allies, and a target for his enemies.
Now he investigates the Post-War Administration Bureau to bring justice to the corrupt system.
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 structure to keep opponents guessing and crank up their Guard Balance.
  • 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: Lightning Javelin secures a knockdown from nearly anywhere, and 6H > 6K works for low corner combos.
  • Strong Okizeme: 3H, 236D, j.236D, j.D, j.214D, 5K and j.S all combine to give Ky superb options for setting up over the opponent.
  • 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 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
GGACR Ky Nameplate.png
GGACR Ky Portrait.png
Prejump:3f
Weight:[100] Medium
Backdash:16f (1~>9f invuln)
Movement Options:Double Jump, 1 Airdash, Ground Dash (Run)
Guts Rating:2
Defense Modifier:x1.03
Stun Resistance:60
Wakeup Time:46f (Face Up) / 49f (Face Down)
Colors
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
Default P
Default K
Default S
Default H
Default 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
EX P
EX K
EX S
EX H
EX 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
Slash P
Slash K
Slash S
Slash H
Slash D2
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
Reload P
Reload K
Reload S
Reload H
Reload D2
AC Ky normal h.png
AC Ky 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.

Normals[edit]

5P[edit]

5K[edit]

c.S[edit]

f.S[edit]

5H[edit]

6P[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
30 Mid SR 9 5 15 -6

[edit]

Ky's go-to anti-air, and a great combo starter on Counter Hit. This is generally used instead of 2H when you're specifically reacting to a deep jump in. Often cancelled into c.S on air hit, and 6H on ground hit.

  • Upper body invulnerable early in the animation, then above-knees invulnerable for the rest.
  • Launches into an untechable blowback state on CH.
  • Often used in frame traps.

Additional Frame Data: Upper body invincible 1~6F. Above knees invincible 7~13F. Blows back opponent on CH (untechable for 56F on ground hit, air hit for 28F). 90% initial proration.


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

6K[edit]

6H[edit]

3H[edit]

5D[edit]

2P[edit]

2K[edit]

2S[edit]

2H[edit]

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
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
40 all - 38 13 Total 25+11L -

[edit]

j.D is a unique move. Ky creates an electric cross in the air that hangs in place a moment before exploding. Often used for okizeme to encourage the opponent to block while you go for a crossup with j.S. Can also be used from jump ins to set up mixups. It can be used to cover yourself from air approaches, but it can be risky to use for this purpose due to the high amount of landing recovery.

  • Launches on hit.
  • Remains even if Ky blocks.
  • Disappears if Ky is hit.
  • Stops Ky's air momentum.
  • Hard to hit short characters like Zappa and Faust.

Additional Frame Data: Floats opponent on ground hit (untechable for 28F). Floats opponent higher on CH (untechable for 46F). Landing recovery 11F. Ky is in CH state until 16F. Remains in place. Is a projectile. If j.D makes contact with a projectile, j.D's hitbox immediately disappears. Cannot perform a 2nd j.D until first j.D has disappeared.


Universal Mechanics[edit]

Ground Throw[edit]

Air Throw[edit]

Dead Angle Attack[edit]


Specials[edit]

Stun Edge[edit]

236S/H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
S 40 All F 10 - Total 41 -5
H 40 All F 13 - Total 52 -9

[edit]

A fast, single hit projectile. Good for controlling space. FRC to force your way in at neutral, reset pressure, or in difficult optimal damage combos.

  • The S version comes out very fast and recovers quickly.
  • Good harassment tool for ending blockstrings and cancelling from f.S or 2S.
  • Opponents can Instant Air Dash over it to punish continued use.
  • 2F FRC point at 22~23F, when Ky's cape comes back to rest on his legs.
    • The FRC can be used to continue pressure on block, combo on hit, and bait air dashes.

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


H Stun Edge moves faster, but has longer startup and recovery. It's good in neutral situations and combos.

  • 2F FRC point at 25~26F, same visual cue as S version.

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

Charged Stun Edge[edit]

236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
20 x 3 All F 43 49 Total 68 +18

[edit]

A large 3-hit projectile that excels on okizeme, allowing free mix-ups when opponents are forced to block it.

  • Travels nearly fullscreen.
  • 2F FRC point at 31~32F, just as Ky flourishes to unleash the attack.
    • Jumping immediately after an FRC makes the projectile follow Ky into the air, controlling a large amount of space. Input forward for a moment before jumping to cancel the follow effect.
    • The FRC can be used to create opportunities in neutral, or set up high/low mixup on okizeme.

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

Air Stun Edge[edit]

j.236S/H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
S 33 All F 15 - Total 59+14L -
H 33 All F 13 - Total 56+14L -

[edit]

A fast, single-hit projectile fired at the ground. Good for controlling space. You can mess with your landing timing by firing this off as opponents try to anti-air you. FRC to force your way in, escape bad situations, and set up airdash high/low mixups.

  • S version goes at about a 30 degree angle.
  • Significant landing recovery.
  • 3F FRC point at 16~18F, just after the projectile begins to fly. Slightly later than H version.
    • FRC restores air options.

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


The H version is better used to harass the opponent in neutral, or in combos due to its longer hitstun.

  • H version goes at about a 60 degree angle.
  • Significant landing recovery.
  • 3F FRC point at 14~16F, as soon as the projectile begins to fly.
    • FRC restores air options.

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


Air Charged Stun Edge[edit]

j.236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
20 x 3 All F 31 - Total 63+14L -

[edit]

3-hit projectile, much like the ground version. Travels at about a 30 degree angle like S Air Stun Edge, preventing opponents from getting under it. Useful against Faust, who can crouch under ground 236D.

  • 2F FRC point at 21~22F, just as Ky flourishes to unleash the projectile.
    • This FRC does not reset your jump options like the Air Stun Edge FRCs do.
    • FRCing can cause the projectile to change directions to face the opponent.
  • The infamous 'shtkn strat' j.236D FRC negative edge a j.236H! If you do this right, Ky will effectively do 2 air fireballs that cover a big part of the playing field.
    • While you won't do much damage off this, You can use it to keep the opponent away and catch unsuspecting enemies that try to air dash or jump at you.


Additional Frame Data: Untechable for 25F. Ky is in crouching state during landing recovery. Hitstop 7F. Has a minimum height requirement

Vapor Thrust[edit]

623S/H (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
S, Ground 32 Mid R 9 3 32+13L -34
H, Ground 36 Mid R 11 4 30+13L -33
Air 32 All R 11 3 Until L+13 -

[edit]

Vapor Thrust is an invulnerable attack with a wide arc that hits on both sides of Ky. Poor when used on wakeup, since it's somewhat slow and easily whiffs on opponents doing low attacks, but useful as an an anti-air and in pressure.


  • S version isn't invulnerable to the first active frame, so it may trade with the opponent's attacks.
  • Long launch and untechable time on counter hit for better reward, making it an ideal anti-air.
  • Launches the opponent higher than H Vapor Thrust.

Additional Frame Data: Fully invincible 1~8F. Ky is airborne from 9F onwards. Floats opponent on hit (untechable for 50F). Initial prorate 80%. Can cancel into Lightning Javelin from 16~29F


  • H version's invul extends into active frames, which means it's Ky's actual reversal.
  • Launches the opponent lower than S version

Additional Frame Data: Fully invincible 1~10F. Strike invincible 11~15F. Ky is airborne from 11F onwards. Floats opponent on hit (untechable for 45F). Initial prorate 80%. Can cancel into Lightning Javelin from 17~31F


  • Air version mostly sees use as a combo filler.

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

Lightning Javelin[edit]

Vapor Thrust -> S/H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
S 16 All R 11 3 Until L+6 -
H 16 All R 11 3 Until L+12 -

[edit]

A follow-up to Vapor Thrust, primarily used for combos. Can also be used as a last ditch attempt to avoid being DP punished, but leaves Ky in CH state.


S version blows the opponent away and downwards.

  • Causes wallstick and can be used for combos near the corner or to push the opponent towards the corner from midscreen.
  • Recovers faster than H version, doesn't bounce Ky as high up.
  • 3F FRC point at 24~26F.
    • Since Lightning Javelin can be performed even on whiff, this FRC can make Vapor Thrust safe.

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


H version blows the opponent away directly to the corner and wallbounces.

  • Used to either combo the opponent midscreen or to knock down. The wallbounce leaves the opponent right next to Ky, allowing for a setup.
  • Recovers slower than S version, bounces Ky higher up.
  • 3F FRC point at 27~29F
    • Since Lightning Javelin can be performed even on whiff, this FRC can make Vapor Thrust safe.

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

Stun Dipper[edit]

236K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
12, 32 L , HLF RF 8 14(7)3 26 -15

[edit]

A fast sliding low that can go underneath many attacks. Often used to end combos and as a risky last chance jump catch. Commonly RC'd to make it safe or to continue a combo.

  • First hit is low, second is mid.
  • Be wary that the 2nd hit does not always combo from the 1st hit. This is distance dependent, because Ky slides a fixed distance before the slash. However, if the 1st hit is a counter hit, the 2nd hit is guaranteed to hit them.
  • 3F FRC point at 24~26F, at the end of the slide.
    • This is a great way to force opponents to deal with a mixup since afterwards, you can run up throw, run up continue pressure, run up overhead, etc.
    • A lot of opponents like to burst on this move, using FRC will recover in time to bait and punish.
    • Another gimmicky use is to do Stun Dipper FRC into Greed Sever for an overhead which which can surprise first time victims, but they'll catch on pretty quickly.

Additional Frame Data Low profile 5~21F. 2nd hit knocks down opponent on hit.

Greed Sever[edit]

214K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
30 High/Air R 18 15 5 + 11L -14

[edit]

A large overhead, useful for much more than just high low mixup. Though it's an okay mixup tool, it really shines when you use it early at a safe spacing to catch jumps, lows, air dashes and other neutral options.

  • Loud and obvious visual/audio cue, so it's harder to hit than its startup implies.
  • Can also hop over some low hitting moves and even low projectiles like Sol's Gunflame.
  • Crosses up if done at point-blank range.
  • Gives a lot of tension if it hits, but don't use it for big damage since this move prorates 85%.
  • On counter hit, it launches opponents higher and is completely untechable, so adjust combo timing appropriately.

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

Lightning Strike[edit]

222H when opponent is knocked down

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
30 - F 14 1 53 -

[edit]

A finishing strike of lightning, used for squeezing a bit more damage out of short combos, or long combos with FRC in exchange for losing strong okizeme.

  • Normally the damage dealt is minimal due to damage scaling, but it can be used after short combos that end in knockdown to make it worth the sacrifice in oki.
  • Can whiff if input too late, in which case you are stuck in recovery for a quite a while.
  • 3F FRC point at 14~16F to keep both or to continue a combo after knockdown.

Additional Frame Data Removes OTG status on opponent on hit. Ky is in CH state during move. Hitstop 0F. Can only perform when opponent is knocked down.


Force Breaks[edit]

Lightning Sphere[edit]

Charged Stun Edge -> 4D

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
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
18x2 Mid - 45 161 Total: 22F -

[edit]

An exceptionally powerful version of Ky's j.D that lasts a long time and remains active even if Ky gets hit. It can be used to set up a wall to keep the opponent away in neutral. Setting it for okizeme severely limits the opponents wakeup options and will launch on hit, starting combos.

  • Must be blocked in the air with Faultless Defense
  • Be sure to space it correctly (or be in the air) when the opponent wakes up in order to avoid being thrown.

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

FB Greed Sever[edit]

214D


Overdrives[edit]

Ride the Lightning[edit]

632146H (air OK)

Sacred Edge[edit]

236236P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
27x5 All F 5+3 - Total: 36F +13

[edit]

  • Can be used in combos after 2D and while it is +13 on block, it's usually more meter-efficient to use Lightning Sphere for that purpose.
  • FRC point at 13~14f for added safety or being more plus on block. sounds cool on paper (but it's still 75% meter.)

Semi-Unblockable Glitch

  • Perform a Charged Stun Edge > FRC > Sacred Edge. The CSE will continue to go forward during SE's super flash. If the opponent is not blocking pre-superflash, the CSE will hit them (assuming they are within range).

Additional Frame Data Untechable for 30F. Hitstop 0F


Instant Kill[edit]

Rising Force[edit]

in IK Mode: 236236H


Notable Players[edit]

Name (English/Japanese) Color Location Common
Venues
Contact Status Notes Example Play
Machaboo enter Japan Mikado - Retired to SFV 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 -

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. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.