GGACR/Ky Kiske: Difference between revisions

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{{InvisibleHeader}}{{NavTabs|game=GGACR|chara=Ky_Kiske|forums=http://www.dustloop.com/forums/index.php?/forums/forum/21-ky-kiske/|videos=https://acpr.keeponrock.in/#/?p1chars=ky&versions=AC%2BR}}
==Overview==
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{GGACR/CharacterLinks}}
{{FlexContainer}}
<div id="home-content" class="home-grid">
{{FlexTopContainer}}<!-- BEGIN TOP SECTION -->
{{card|width=4
{{FP Box
|header=Overview
|header=Overview
|content=Ky Kiske is a balanced, straightforward character with a tool for every range and situation.
|content=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 [[{{PAGENAME}}#Stun_Edge|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. From well spaced pokes, experienced Ky players can cancel into [[{{PAGENAME}}#Stun_Dipper|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 can safely set up [[Okizeme|okizeme]] using [[{{PAGENAME}}#Charged_Stun_Edge|Charged Stun Edge]] or j.D, then apply strong [[blockstring]] pressure game by lacing together low attacks, [[Frame Trap|frame traps]], throws, and pressure resets with 3H, 6K, and strong [[{{PAGENAME}}#Force_Breaks|Force Break]] attacks to wear the enemy down.  
He performs best at midrange with a variety of useful pokes, but Ky has tools at every range thanks to his {{MMC|input=236S|label=Stun Edge}} projectiles. He uses his fast, long {{clr|3|f.S}} to harass his foes, and rounds out his neutral game with {{clr|3|2S}}, {{clr|4|5H}}, {{clr|2|2K}}, and {{clr|5|2D}}. Experienced Ky players can cancel into {{MMC|input=236K|label=Stun Dipper}} to secure knockdowns from afar. Frustrated opponents that jump at Ky will find themselves dealing with his above-the-knees invulnerable {{clr|1|6P}} and very tall {{clr|4|2H}}. When Ky is farther from the opponent he can use Stun Edges to harass, either covering his approach or playing keep away.


To turn the tide, Ky can use Stun Dipper to slide under attacks and score knockdowns, utilize his overhead [[{{PAGENAME}}#Greed_Sever|Greed Sever]] to catch the opponent slacking on defense, or spend Tension to Roman Cancel a [[Reversal|reversal]]. 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 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 and tools in his arsenal that round out his game plan.
After getting a knockdown, Ky safely sets up {{keyword|okizeme}} using {{MMC|input=236D|label=Charged Stun Edge}}, {{clr|4|3H}} or {{clr|5|j.D}}, then applies strong [[blockstring]] pressure, lacing together low attacks, [[Frame Trap|frame traps]], [[GGACR/Offense#Throws|throws]], and pressure resets with {{clr|4|6H}}, {{clr|2|6K}}, and powerful [[#Force_Breaks|Force Break]]s (FBs) to wear the enemy down.
{{Bio
 
| name = Ky Kiske
To turn the tide, Ky can use Stun Dipper to slide under attacks and score knockdowns, utilize his overhead {{MMC|input=214K|label=Greed Sever}}, or gamble with his [[Reversal|reversal]], {{MMC|input=623H|label=Vapor Thrust}}. Ky can rapidly switch between keeping the opponent away and applying pressure.
| game = GGACR
 
| voice = Takeshi Kusao
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.<br>
Ky's zeal and sincerity make him a valuable asset to his allies, and a target for his enemies.<br>
Now he investigates the Post-War Administration Bureau to bring justice to the corrupt system.<br>
He employs skillful swordplay and a magic blade, Thunderseal, in his fighting style, utilizing techniques that are peerless in strength and skill.<br>
Ky must balance his duties with the safety of his friends and family.
}}
}}
{{StrengthsAndWeaknesses
{{GGACR/Infobox
| intro = {{Character Label|GGACR|Ky Kiske|24px}} is a balanced, straightforward character with a tool for every range and situation.
|fastestAttack = [[#2P|2P]] (4F)
| pros =
|reversal = [[#Vapor Thrust|623S/H]] (9F/11F)<br/>[[#Ride the Lightning|632146H]] (11F)
* '''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 pressure structure to keep opponents guessing.
* '''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 {{clr|1|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''': {{clr|4|3H}}, {{clr|5|236D}}, {{clr|5|j.236D}}, {{clr|5|j.D}}, {{clr|5|j.214D}}, {{clr|2|5K}} and {{clr|3|j.S}} all combine to give Ky superb options for setting up over the opponent.
| cons =
* '''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.
}}
}}
{{ProsAndCons
|intro = is the resident "shoto" of ''Guilty Gear'', with a balanced toolkit and answers for almost every situation.
|pros=
*'''Well Rounded and Well Ranged''': Ky has 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. Ky is also consistent in his ability to score knockdowns and establish advantage after winning neutral.
*'''Strong Pressure''': Ky has a large list of pretty solid mixup tools—including {{clr|2|5K}}, {{clr|3|j.S}}, {{clr|5|j.D}}, {{clr|5|j.214D}}, and Greed Sever, as well several tools to enforce frame advantage—such as {{clr|4|3H}}, Charged Stun Edge, and {{MMC|input=236D > 4D|label=Lightning Sphere}}. Paired with his open [[GGACR/Movement#Cancels|gatling]] table he can keep the opponent guessing and crank their [[GGACR/Damage#Guard_Gauge|Guard Gauge]].
*'''Space Control''': Ky has a suite of excellent pokes to help him control space, such as {{clr|3|f.S}}, {{clr|5|2D}}, and {{clr|4|5H}}. He can reactively punish jumpins with {{clr|1|6P}} or control the sky with the disjointed {{clr|3|j.S}} and {{clr|4|j.HS}}.
*'''Tricky With Meter''': Ky's [[GGACR/Movement#Roman_Cancel|FRCs]] and FBs are versatile, with them he can establish pressure, create combos, enhance mix ups, make himself safe, and more.
|cons=
*'''Linear At Range''': Ky's versatility is outclassed by most other projectile characters and characters with long range pokes.
*'''Trouble Keeping Pressure On''': Ky's pressure is not flawed in and of itself, but keeping on the opponent requires resets, usually some meter, and usually leaves points for certain characters to confidently steal a turn.
*'''Low Average Damage''': Ky's typical combo starters prorate heavily and converting into his high damage routes often requires several conditions such as meter and corner positioning.
*'''Meter Dependent''': much of Ky's gameplan is locked behind having at least 25% meter for FRC or Force Break. Ky is forced to use meter to play neutral, keep pressure, or deal significant damage against opponents who outclass him in any particular area in order to keep pace with the rest of the cast.
}}
}}
{{FP Box|header=Guilty Bits Character Intro
</div>
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|RF1QTDpgM0Q|450}}{{Closediv}}{{Closediv}}
==Starter Guide==
}}
{{StarterBlurb}}
{{Closediv}}<!--END TOP SECTION-->
{{FrameChartKey}}
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION -->
==Normal Moves==
{{FP TOC|game=GGACR}}
===<big>{{clr|1|5P}}</big>===
{{FP Box
{{GGACR_Move_Card
| padding=no
|input=5P
| content={{CharaInfo
|description=
| game=GGACR
{{#invoke:FrameChart|drawFrameData
| fullname=Ky
|startup  = 5
| nameplate=yes
|active  = 4
| defense = {{#lst:{{PAGENAME}}/Data|defense}}
|recovery = 6
| guts = {{#lst:{{PAGENAME}}/Data|guts}}
| weight = {{#lst:{{PAGENAME}}/Data|weight}}
| stunres = {{#lst:{{PAGENAME}}/Data|stunres}}
| prejump = {{#lst:{{PAGENAME}}/Data|prejump}}
| backdash = {{#lst:{{PAGENAME}}/Data|backdash}}
| wakeup = {{#lst:{{PAGENAME}}/Data|wakeup}}
| movement = {{#lst:{{PAGENAME}}/Data|movement}}
| colors=yes
| colorsize=103
}}
}}
}}
A well-rounded jab. Ky generally has better options for most situations but you can set up frame traps, bait [[GGACR/Defense#Bursts|Bursts]], and anti-air with it.
{{Closediv}}<!--END FLEX SECTION-->
{{Closediv}}
 
==Normals==
======<span style="visibility:hidden;font-size:0">5P</span>======
{{MoveData
|image=GGAC_Ky_5P.png
|caption=
|name={{clr|1|5P}}
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|5P}}
{{!}}-
{{Description|7|text=
A well rounded jab. Ky generally has better options for most situations but you can set up frame traps, bait bursts, and anti-air with it.
*Good vertical range.
*Good vertical range.
*Nice backup anti-air when 6P would fail (like if you were crossed up).
*Nice backup anti-air when {{clr|1|6P}} would fail (like if you were [[Crossup|crossed up]]).
*Gatlings into any other attack.
*Gatlings into any other attack.


<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Ky_5P-Hitbox.png
</gallery>
}}
}}
}}


======<span style="visibility:hidden;font-size:0">5K</span>======
===<big>{{clr|2|5K}}</big>===
{{MoveData
{{GGACR_Move_Card
|image=GGAC_Ky_5K.png
|input=5K
|caption=
|description=
|name={{clr|2|5K}}
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 5
{{AttackDataHeader-GGACR}}
|active  = 8
{{!}}-
|recovery = 7
{{#lst:{{PAGENAME}}/Data|5K}}
}}
{{!}}-
{{Description|7|text=
Ky's main normal for okizeme and low mixup. Super fast, active for a long time, and hits low.
Ky's main normal for okizeme and low mixup. Super fast, active for a long time, and hits low.
*Hits surprisingly high up
*Hits surprisingly high up.
*Active enough to catch backdashes.
[[/Frame_Data#Gatling_Table|Gatling Options]]:  {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}


<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''
===<big>{{clr|3|c.S}}</big>===
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
{{GGACR_Move_Card
{{clear}}
|input=c.S
----
|description=
*80% Proration.
{{#invoke:FrameChart|drawFrameData
</div>
|startup  = 7
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
|active  = 2
GGXXACPR_Ky_5K-1-Hitbox.png|Frames 5-6
|recovery = 18
GGXXACPR_Ky_5K-2-Hitbox.png|Frames 7-9
GGXXACPR_Ky_5K-3-Hitbox.png|Frames 10-12
</gallery>
}}
}}
}}
 
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|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.
====== ======
{{MoveData
|image=GGAC_Ky_cS.png
|name={{clr|3|c.S}}
|caption=
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|c.S}}
{{!}}-
{{Description|7|text=
A multi use attack that's usually the midway point in a gatling, it cancels into a ton of Ky's kit as a hit confirm, or it's jump canceled/canceled into a 6k or 2D on block. c.S is also used a lot in combos or as a punish starter.  
*Lots of options on hit or block.
*Lots of options on hit or block.
*Hits really high up, so it works as an anti-air.
*Hits really high up, so it works as an anti-air.
*Preferred normal to throw OS with.
*Preferred normal to throw [[Option Select|option select]] with.
*Lots of hitstun on Counter Hit, it will combo into 3H for example.
*Preferred normal to [[GGACR/Movement#Jump Install | Jump Install]] in specific combos.
*Long hitstun on [[GGACR/Offense#Counter Hits (CH)| CH]], enough to combo into {{clr|4|3H}}.
*Often used to frame trap due to its high reward on CH.


<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Ky_cS-Hitbox.png
</gallery>
}}
}}
}}


====== ======
===<big>{{clr|3|f.S}}</big>===
{{MoveData
{{GGACR_Move_Card
|image=GGAC_Ky_fS.png
|input=f.S
|name={{clr|3|f.S}}
|description=
|caption=
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 10
{{AttackDataHeader-GGACR}}
|active  = 6
{{!}}-
|recovery = 19
{{#lst:{{PAGENAME}}/Data|f.S}}
}}
{{!}}-
A long reaching normal best used to space out your opponent from medium to far range. Usually cancelled into {{clr|3|2S}} or Stun Edge, depending on range. It's recommended to be careful using it against characters who have low profiling moves such as Stun Dipper and {{MMC|chara=Sol Badguy|input=214S|label=Grand Viper}} along with Zappa's run and Faust's crouch walk.
{{Description|7|text=
A long reaching normal best used to space out your opponent from medium to far range. Usually cancelled into {{clr|3|2S}} or Stun Edge, depending on range. It's recommended to be careful using it against characters who have low profiling moves such as Stun Dipper (Ky) and Grand Viper (Sol) along with Zappa's run and Faust's crouch walk.
*Extends hurtbox significantly
*Extends hurtbox significantly


[[/Frame_Data#Gatling_Table|Gatling Options]]:  {{clr|2|6K}}, {{clr|3|2S}},  {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}


<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|2S}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''
===<big>{{clr|4|5H}}</big>===
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
{{GGACR_Move_Card
GGXXACPR_Ky_fS-1-Hitbox.png|Frames 10-12
|input=5H
GGXXACPR_Ky_fS-2-Hitbox.png|Frames 13-15
|description=
</gallery>
{{#invoke:FrameChart|drawFrameData
}}
|startup  = 10
|active  = 6
|recovery = 12
}}
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 Stun Dipper to end a combo. Sometimes cancelled into {{clr|2|6K}} to reset pressure, but this can be risky on whiff. Being a level 5 attack, it's also a good normal to cancel into Greed Sever with a minimal gap.
*Slightly shorter range than {{clr|3|f.S}} but hits higher up and doesn't extend Ky's hurtbox as far.
*Heavily increases Guard Gauge.
*Ky's best raw starter.
*Preferred normal to loop airborne CH's when comboing with a flashing Guard Gauge.
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
}}


====== ======
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===
{{MoveData
{{GGACR_Move_Card
|image=GGAC_Ky_5H.png
|input=5D
|caption=
|description=
|name={{clr|4|5H}}
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 25
{{AttackDataHeader-GGACR}}
|active  = 4
{{!}}-
|recovery = 22
{{#lst:{{PAGENAME}}/Data|5H}}
}}
{{!}}-
A long range overhead cancellable from a lot of normals. Unsafe on block, but the opponent might have some trouble punishing it if used further away. On hit, you can do a simple Dust combo or go for harder, more optimal [[GGACR/Offense#Impossible Dust| Impossible Dust]] combos.
{{Description|7|text=
}}
Typically used to end blockstrings at frame advantage, or delay cancelled into 236K to end a combo.
*Slighter shorter range than {{clr|3|f.S}} but hits higher up.
*Ky's best raw starter.
*Staggers opponent on Counter Hit.


<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}''
===<big>{{clr|1|6P}}</big>===
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
{{GGACR_Move_Card
{{clear}}
|input=6P
----
|description=
''Staggers on ground CH (max 47F)''
{{#invoke:FrameChart|drawFrameData
</div>
|startup  = 9
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
|active  = 5
GGXXACPR_Ky_5H-Hitbox.png
|recovery = 15
</gallery>
}}
}}
Ky's go-to anti-air, and a good combo starter on Counter Hit. This is generally used instead of {{clr|4|2H}} when you're specifically reacting to a deep jump in, since it is fast and has invul. Often cancelled into {{clr|3|c.S}} for safety in the event of a clash or to hit confirm.
*Its invul can be used to beat some defensive options, such as [[GGACR/Defense#Dead Angle Attack (DAA) | DAA]], or Vapor Thrust.
*Often used as a frame trap due to high reward on CH.
*Sometimes used to start [[GGACR/Ky Kiske/Combos#6H Wallbounce / Loop| 6H loops]] on CH from very close hits.
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
}}


====== ======
===<big>{{clr|2|6K}}</big>===
{{MoveData
{{GGACR_Move_Card
|image=GGAC_Ky_6P.png
|input=6K
|caption=
|description=
|name={{clr|1|6P}}
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 17
{{AttackDataHeader-GGACR}}
|active  = 2
{{!}}-
|recovery = 11
{{#lst:{{PAGENAME}}/Data|6P}}
{{!}}-
{{Description|7|text=
*{{clr|1|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 {{clr|1|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%''
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Ky_6P-Hitbox.png
</gallery>
}}
}}
}}
====== ======
A slow attack used to extend blockstrings and combos. Often canceled into from c.S. On hit, you can [[GGACR/Ky Kiske/Combos#6K Link | link a {{clr|1|2P}} or {{clr|2|2K}} for an extended combo.]] On block, you're at advantage. It's a vital normal to get Ky closer to the opponent for Lightning Sphere and Stun Edge FRC combos. Also used to knock airborne opponents down, mostly in corner S Javelin combos.
{{MoveData
*Moves Ky forward.
|image=GGAC_Ky_6K.png
*0 on [[GGACR/Defense#Instant Block (IB)| IB]].
|caption=
|name={{clr|2|6K}}
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|6K}}
{{!}}-
{{Description|7|text=
*{{clr|2|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 {{clr|2|6K}}.
*Untechable on air hit.
*Used alot for ending corner combos allowing oki.
'''Additional Frame Data''' ''Blows away opponent on air hit (untechable 25F)''
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Ky_6K-Hitbox.png
</gallery>
}}
}}
}}
====== ======
 
{{MoveData
===<big>{{clr|4|6H}}</big>===
|image=GGAC_Ky_6H.png
{{GGACR_Move_Card
|caption=
|input=6H
|name={{clr|4|6H}}
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGACR}}
|startup  = 20
{{!}}-
|active  = 4
{{#lst:{{PAGENAME}}/Data|6H}}
|recovery = 17
{{!}}-
}}
{{Description|7|text=
Has a custom amount of blockstun making it +2 on block.  Used often in blockstring pressure and in powerful [[GGACR/Ky Kiske/Combos#6H Wallbounce / Loop| wall bounce loops.]] Outside its main uses, it's a huge attack that occasionally works as a haymaker in neutral.
*{{clr|4|6H}} is a move with multiple uses but mainly used in combos
*Staggers on ground hit, wall bounces on air hit.
*Staggers on ground hit, wall bounces on air hit.
*Can work as a long range poke.
*Long cancel window.
*Cancels into all of ky's S and H moves except for {{clr|4|6H}}. Along with being jump cancelable.
*Heavily increases Guard Gauge.
*Tricky to combo into in certain situations.
[[/Frame_Data#Gatling_Table|Gatling Options]]:  {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
'''Additional Frame Data''' ''Staggers opponent on ground hit (max 50F). Wall bounces opponent on air hit (untechable for 45F). Blockstun 22F on standing block''
}}
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 
GGXXACPR_Ky_6H-1-Hitbox.png
===<big>{{clr|4|3H}}</big>===
</gallery>  
{{GGACR_Move_Card
  }}
|input=3H
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 23
|active  = 9
|recovery = 3
}}
}}
====== ======
A powerful attack for okizeme when you have enough time to use it. Ky's slowest grounded normal other than {{clr|5|5D}}, in exchange for being ultra plus on block and [[Option Select|option selecting]] most reversals when timed correctly.
{{MoveData
 
|image=GGAC_Ky_3H.png
The Option Select works because 3H's recovery is extremely fast (only 3 frames). If you use it at the correct okizeme timing, you can hit the opponent with the last couple of active frames if they blocked, and recover in time to block if they did an invulnerable attack. This technique becomes more difficult the faster the opponent's reversal is, since the safe window shrinks. For example, against Sol it's a 1F window to correctly bait his H DP and have the second hit of 3H connect, because it has only 5F of startup. Against Ky you have a much larger window due to his Vapor Thrust having 11F of startup. Will not OS reversals that are 4F or faster.
|caption=
|name={{clr|4|3H}}
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|3H}}
{{!}}-
{{Description|7|text=
*{{clr|4|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.
*Forces opponent into crouching state on hit.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
*Heavily increases Guard Gauge.
GGXXACPR_Ky_3H-1-Hitbox.png|1st Hit (Frames 23-30)
*The 2nd hit is a common target for [[GGACR/Defense#Slashback (SB)| SB.]] Though this will negate Ky's absurd frame advantage, he is still safe.
GGXXACPR_Ky_3H-2-Hitbox.png|2nd Hit (Frames 31)
</gallery>
}}
}}
}}
====== ======
 
{{MoveData
===<big>{{clr|1|2P}}</big>===
|image=GGAC_Ky_5D.png
{{GGACR_Move_Card
|caption=
|input=2P
|name=[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack {{clr|5|5D}}]
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGACR}}
|startup  = 4
{{!}}-
|active  = 4
{{#lst:{{PAGENAME}}/Data|5D}}
|recovery = 5
{{!}}-
}}
{{Description|7|text=
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. <br>
*{{clr|5|5D}} is a standard dust
*Though this is his fastest normal, 2K may be the preferred link in certain situations where its superior range is necessary.
*Hits high.
[[/Frame_Data#Gatling_Table|Gatling Options]]:  {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Ky_5D-Hitbox.png
</gallery>
}}
}}
}}


====== ======
===<big>{{clr|2|2K}}</big>===
{{MoveData
{{GGACR_Move_Card
|image=GGAC_Ky_2P.png
|input=2K
|caption=
|description=
|name={{clr|1|2P}}
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 5
{{AttackDataHeader-GGACR}}
|active  = 4
{{!}}-
|recovery = 6
{{#lst:{{PAGENAME}}/Data|2P}}
{{!}}-
{{Description|7|text=
*{{clr|1|2P}} is a fast low poke
*Cancels into all of ky's normals.
*Comes out in 4 frames.
*{{clr|1|2P}} prorates 80% and drops the guard gauge.
*+1 on block.
*Good for tick throw setups.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Ky_2P-Hitbox.png
</gallery>
}}
}}
}}
====== ======
A fast, low risk poke in neutral, especially when dashing in.
{{MoveData
|image=GGAC_Ky_2K.png
|caption=
|name={{clr|2|2K}}
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|2K}}
{{!}}-
{{Description|7|text=
Usually used as a fast, low risk poke in neutral, especially when dashing in.
*Has very good range for its speed.
*Has very good range for its speed.
*Being low to the ground help you avoid airdash attacks.
*Being low to the ground avoids airdash attacks.
*Leaves you +0 on block.
[[/Frame_Data#Gatling_Table|Gatling Options]]:  {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}


<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''
===<big>{{clr|3|2S}}</big>===
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
{{GGACR_Move_Card
{{clear}}
|input=2S
----
|description=
*70% Proration.
{{#invoke:FrameChart|drawFrameData
</div>
|startup  = 9
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
|active  = 2
GGXXACPR_Ky_2K-Hitbox.png
|recovery = 13
</gallery>
}}
}}
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 {{clr|5|2D}}. Often cancelled into Stun Edge on hit or block, or layered with a {{clr|5|2D}} input to combo into a knockdown at closer ranges.
*Quite a disjointed hitbox.
*Being low to the ground avoids airdash attacks.
 
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>{{clr|4|2H}}</big>===
{{GGACR_Move_Card
|input=2H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|active  = 4
|recovery = 20
}}
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.
 
[[/Frame_Data#Gatling_Table|Gatling Options]]:  {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>{{clr|5|2D}}</big>===
{{GGACR_Move_Card
|input=2D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 12
|recovery = 12
}}
Used in combos to knock down into okizeme and at the end of blockstrings to disengage using a jump cancel. Cancel into Stun Edge FRC, Sacred Edge, or Lightning Sphere to extend combos or reset pressure.
*Hilariously long active frames
}}
}}


====== ======
===<big>{{clr|1|j.P}}</big>===
{{MoveData
{{GGACR_Move_Card
|image=GGAC_Ky_2S.png
|input=j.P
|caption=
|description=
|name={{clr|3|2S}}
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 6
{{AttackDataHeader-GGACR}}
|active  = 6
{{!}}-
|recovery = 6
{{#lst:{{PAGENAME}}/Data|2S}}
{{!}}-
{{Description|7|text=
*{{clr|3|2S}} is a good low poke.
*Has good range.
*Ky's hurtbox is quite far from the hitbox.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Ky_2S-Hitbox.png
</gallery>
}}
}}
}}
====== ======
A fast airborne poke. It has somewhat short range and doesn't hit below Ky so it isn't very good for hitting an opponent under you. Used while rising to check the opponent or to interrupt something. Usually canceled into from better jump ins like {{clr|3|j.S}}.
{{MoveData
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.
|image=GGAC_Ky_2H.png
*Burst safe.
|caption=Keep The Flag Flying
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
|name={{clr|4|2H}}
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|2H}}
{{!}}-
{{Description|7|text=
*{{clr|4|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.
**{{clr|4|2H}} is jump cancelable.
*On counter hit {{clr|4|2H}} is a launcher.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Ky_2H-1-Hitbox.png|Frames 12-13
GGXXACPR_Ky_2H-2-Hitbox.png|Frames 14-15
</gallery>
}}
}}
}}
====== ======
 
{{MoveData
===<big>{{clr|2|j.K}}</big>===
|image=GGAC_Ky_2D.png
{{GGACR_Move_Card
|caption=
|input=j.K
|name={{clr|5|2D}}
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGACR}}
|startup  = 7
{{!}}-
|active  = 8
{{#lst:{{PAGENAME}}/Data|2D}}
|recovery = 8
{{!}}-
}}
{{Description|7|text=
A big air poke used to stuff moves from far away. Great in general for air-to-air fights.
*{{clr|5|2D}} is ky's main knockdown tool
*Crosses up.
*Has good range.
*Not jump cancellable, so cancels into {{clr|1|j.P}} or {{clr|3|j.S}} for air combos.
*Leads it oki.
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.
*Is jump cancelable.
 
** Air charged stun edge and {{clr|5|j.D}} are good oki options from jump cancelling.
[[/Frame_Data#Gatling_Table|Gatling Options]]:  {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
*{{clr|5|2D}} into metered options is ky's main launcher.
'''Additional Frame Data''' ''Initial Prorate: 85%''
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Ky_2D-1-Hitbox.png|Frames 7-12
GGXXACPR_Ky_2D-2-Hitbox.png|Frames 13-17
</gallery>
}}
}}
}}
====== ======
 
{{MoveData
===<big>{{clr|3|j.S}}</big>===
|image=GGAC_Ky_jP.png
{{GGACR_Move_Card
|caption=
|input=j.S
|name={{clr|1|j.P}}
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGACR}}
|startup  = 7
{{!}}-
|active  = 3
{{#lst:{{PAGENAME}}/Data|j.P}}
|recovery = 21
{{!}}-
{{Description|7|text=
*{{clr|1|j.P}} is a fast air poke
*Short range but comes out fast.
*Good air to air move.
*Used alot in air combos.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Ky_jP-1-Hitbox.png|Frames 6-8
GGXXACPR_Ky_jP-2-Hitbox.png|Frames 9-11
</gallery>
}}
}}
}}
====== ======
A versatile move. It's a strong jump-in attack, is used in airdash high/low mixups off of Charged Stun Edge FRC, and cross-ups after a Lightning Javelin knockdown. You can also apply advanced [[F-Shiki|F-Shiki mixups]] off of a deep j.S due to its big vertical hitbox.
{{MoveData
|image=GGAC_Ky_jK.png
|caption=
|name={{clr|2|j.K}}
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.K}}
{{!}}-
{{Description|7|text=
*{{clr|2|j.K}} is a good air to air move.
*Beats out alot of moves in the air.
*Crosses up.
*Crosses up.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
*Air combo filler.
GGXXACPR_Ky_jK-1-Hitbox.png|Frames 7-10
 
GGXXACPR_Ky_jK-2-Hitbox.png|Frames 11-14
[[/Frame_Data#Gatling_Table|Gatling Options]]:  {{clr|1|j.P}}, {{clr|4|j.H}}
</gallery>
}}
}}
}}
====== ======
 
{{MoveData
===<big>{{clr|4|j.H}}</big>===
|image=GGAC_Ky_jS.png
{{GGACR_Move_Card
|caption=
|input=j.H
|name={{clr|3|j.S}}
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGACR}}
|startup  = 13
{{!}}-
|active  = 4
{{#lst:{{PAGENAME}}/Data|j.S}}
|recovery = 23
{{!}}-
{{Description|7|text=
*{{clr|3|j.S}} is mainly uses as a air mix up and combo filler.
*Can cross up.
*Good move to land with.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Ky_jS-Hitbox.png
</gallery>
}}
}}
}}
====== ======
A massive swipe that's great for space control, and Ky's go-to landing move, especially when performing a safejump. Cancel into Stun Edge when it's blocked to keep the pressure up. Its startup frames are also useful when doing empty jump mixups, where you would fake it hitting overhead.  
{{MoveData
|image=GGAC_Ky_jH.png
|caption=
|name={{clr|4|j.H}}
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.H}}
{{!}}-
{{Description|7|text=
*{{clr|4|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.  
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Ky_jH-Hitbox.png
</gallery>
}}
}}
}}
====== ======
 
{{MoveData
===<big>{{clr|5|j.D}}</big>===
|image=GGAC_Ky_jD.png
{{GGACR_Move_Card
|name={{clr|5|j.D}}
|input=j.D
|data=
|description=
{{AttackDataHeader-GGACR}}
{{clr|5|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 [[GGACR/Ky Kiske/Strategy#J.D|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 {{clr|1|j.P}} and {{clr|2|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.
{{!}}-
 
{{#lst:{{PAGENAME}}/Data|j.D}}
The landing recovery for {{clr|5|j.D}} will be applied even if Ky airdashes or does another attack in the air afterwards - '''unless''' Ky does a double jump, in which case he can land normally.
{{!}}-
 
{{Description|7|text=
*Stops Ky's air momentum on use.
*{{clr|5|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.
*Remains even if Ky blocks, but disappears if Ky is hit.
*When Ky does {{clr|5|j.D}} he will freeze in the air.
*Hard to hit short characters like Zappa and Faust.
*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 {{clr|5|j.D}} makes contact with a projectile, {{clr|5|j.D's}} hitbox immediately disappears. Cannot perform 2nd {{clr|5|j.D}} until first {{clr|5|j.D}} has disappeared.''
}}
}}
}}
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==
====== ======
===<big>Ground Throw</big>===
{{MoveData
{{GGACR_Move_Card
|image=GGAC_Ky_throw.png
|input=Ground Throw
|name=Ground Throw
|description=
|data=
A basic throw, but vital nonetheless. Option Select offensively with c.S, or defensively with 6P. FRC just as Ky's sword hits the ground for [[GGACR/Ky Kiske/Combos#Throw Combos|a combo]] to make your mixup more punishing.
{{AttackDataHeader-GGACR}}
}}
{{!}}-
 
{{#lst:{{PAGENAME}}/Data|Ground Throw}}
===<big>Air Throw</big>===
{{!}}-
{{GGACR_Move_Card
{{Description|7|text=
|input=Air Throw
*Basic ground throw.
|description=
*Has an FRC point at 59~60f. You get nice damage after it.
Air throw that wallbounces in the corner, link with 2P for [[GGACR/Ky Kiske/Combos#Throw Combos|a combo.]] Option Select with j.P or j.K for safety.
'''Additional Frame Data''' ''Forced Prorate 50%. Knockdowns on hit''
}}
}}
 
===<big>Dead Angle Attack</big>===
{{GGACR_Move_Card
|input=DAA
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|active  = 3
|recovery = 24
}}
While useful in a pinch, Ky has a lot of defensive options you should consider using before committing to this unsafe guard cancel.
*Wallbounces in the corner.
}}
 
==Special Moves==
===<big>Stun Edge</big>===
{{InputBadge|{{clr|3|236S}}\{{clr|4|236H}}}}
{{GGACR_Move_Card
|input=236S,236H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|isProjectile  = true
|recovery = 32
|frcStart=22
|frcEnd=23
}}
}}
====== ======
{{#invoke:FrameChart|drawFrameData
{{MoveData
|startup  = 13
|image=GGAC_Ky_airThrow.png
|isProjectile  = true
|caption=throws the opponent behind Ky. Wallbounces.
|recovery = 40
|name=Air Throw
|frcStart=25
|data=
|frcEnd=26
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|Air Throw}}
{{!}}-
{{Description|7|text=
*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%''
}}
}}
}}
====== ======
A fast, single hit projectile. Good for controlling space. FRC to force your way in at neutral, reset pressure, or in [[GGACR/Ky Kiske/Combos#Stun Edge FRC|difficult optimal damage combos.]]
{{MoveData
*The {{clr|3|S}} version comes out very fast and recovers quickly.
|image=GGAC_Ky_6P.png
*Good harassment tool for ending blockstrings and cancelling from {{clr|3|f.S}} or {{clr|3|2S}}.
|name=[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]
*Opponents can Instant Air Dash over it to punish continued use.
|data=
*FRC point can be used to continue pressure on block, combo on hit, and bait air dashes.
{{AttackDataHeader-GGACR}}
----
{{!}}-
{{clr|4|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.
{{#lst:{{PAGENAME}}/Data|DAA}}
{{!}}-
{{Description|7|text=
*For ky's dead angle attack ky does his {{clr|1|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%''
}}
}}
}}
<br style="clear:both;"/>


==Specials==
===<big>Air Stun Edge</big>===
======<span style="visibility:hidden;font-size:0">Stun Edge</span>======
{{InputBadge|{{clr|3|j.236S}}\{{clr|4|j.236H}}}}
{{MoveData
{{GGACR_Move_Card
|image=GGAC_Ky_StunEdge.png
|input=j.236S,j.236H
|name=Stun Edge
|description=
|input={{clr|3|236S}}/{{clr|4|H}}
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 15
{{AttackDataHeader-GGACR|version=yes}}
|isProjectile  = true
{{!}}-
|recovery = 45
{{AttackVersion|name=S}}
|specialRecovery = 14
{{#lst:{{PAGENAME}}/Data|236S}}
|frcStart=16
{{!}}-
|frcEnd=18
{{Description|8|text=*A good fast fireball type move
*People can iad over and punish continued use
*The {{clr|3|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''
}}
}}
{{AttackVersion|name=H}}
{{#invoke:FrameChart|drawFrameData
{{#lst:{{PAGENAME}}/Data|236H}}
|startup  = 13
{{!}}-
|isProjectile  = true
{{Description|8|text=
|recovery = 44
*{{clr|4|H}} Stun Edge moves faster than {{clr|3|S}} Stun Edge, but has a longer startup and recovery. Meant for neutral.
|specialRecovery = 14
*FRC Point at 25~26f
|frcStart=14
**Although not as strong as Xrd's YRC Stun Edge, it still allows some decent coverage while approaching and baiting IADs
|frcEnd=16
'''Additional Frame Data''' ''Untechable for 20F. Ky is in CH state from 1~24F''
}}
}}
}}
====== ======
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.  
{{MoveData
*{{clr|3|S}} version goes at about a 30 degree angle.
|image=GGAC_Ky_CSE.png
*Significant landing recovery.
|name=Charged Stun Edge
*FRC restores air options.
|input={{clr|5|236D}}
----
|data=
The {{clr|4|H}} version is better used to harass the opponent in neutral, or in combos due to its longer hitstun.
{{AttackDataHeader-GGACR}}
*{{clr|4|H}} version goes at about a 60 degree angle.
{{!}}-
*Significant landing recovery.
{{#lst:{{PAGENAME}}/Data|236D}}
*FRC restores air options.
{{!}}-
{{Description|7|text=
*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''
}}
}}
}}
====== ======
 
{{MoveData
===<big>Charged Stun Edge</big>===
|image=GGAC_Ky_AirStunEdge.png
{{InputBadge|{{clr|5|236D}}}}
|name=Air Stun Edge
{{GGACR_Move_Card
|input={{clr|3|j.236S}}/{{clr|4|H}}
|input=236D
|data=
|description=
{{AttackDataHeader-GGACR|version=yes}}
{{#invoke:FrameChart|drawFrameData
{{!}}-
|startup  = 43
{{AttackVersion|name=S}}
|isProjectile  = true
{{#lst:{{PAGENAME}}/Data|j.236S}}
|recovery = 26
{{!}}-
|frcStart=31
{{Description|8|text=*{{clr|3|S}} version goes at about a 30 degree angle.
|frcEnd=32
*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''
}}
}}
{{AttackVersion|name=H}}
A large 3-hit projectile that excels on okizeme, allowing free mix-ups when opponents are forced to block it.
{{#lst:{{PAGENAME}}/Data|j.236H}}
*Travels nearly fullscreen.
{{!}}-
*FRC point can be used to create opportunities in neutral, or set up high/low mixup on okizeme.
{{Description|8|text=*{{clr|4|H}} version goes at about a 60 degree angle.
**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.
*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''
}}
}}
}}
====== ======
 
{{MoveData
===<big>Air Charged Stun Edge</big>===
|image=GGAC_Ky_ACSE.png
{{InputBadge|{{clr|5|j.236D}}}}
|name=Air Charged Stun Edge
{{GGACR_Move_Card
|input={{clr|5|j.236D}}
|input=j.236D
|data=
|description=
{{AttackDataHeader-GGACR}}
{{#invoke:FrameChart|drawFrameData
{{!}}-
|startup  = 31
{{#lst:{{PAGENAME}}/Data|j.236D}}
|isProjectile  = true
{{!}}-
|recovery = 33
{{Description|7|text=
|specialRecovery = 14
*This fireball does 3 hits like CSE and goes at about a 30 degree angle from straight down.
|frcStart=21
*FRC at 21~22f.  
|frcEnd=22
*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: {{clr|5|j.236D}} FRC negative edge a {{clr|4|j.236H}}! If you do this right, Ky will effectively do 2 air fireballs that cover a big part of the playing field.  
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 {{clr|5|236D}}.
*FRC point '''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" {{clr|5|j.236D}} FRC negative edge a {{clr|4|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.
**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''
}}
}}
}}
====== ======
{{MoveData
|image=GGAC_Ky_VaporThrust.png
|caption=You should mostly stick with the H version
|name=Vapor Thrust
|input={{clr|3|623S}}/{{clr|4|H}} air OK
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{AttackVersion|name=S, Ground}}
{{#lst:{{PAGENAME}}/Data|623S}}
{{!}}-
{{Description|8|text=*A poor reversal special that easily whiffs on opponents doing low attacks.
*The {{clr|3|S}} version isn't invulnerable to the first active frame, so it is possible to trade with the opponent's attacks.
*{{clr|3|S}} Version tends to have better reward on counter hit and acts as a better Anti Air than the {{clr|4|H}} Version.
*Also note that {{clr|3|S}} Vapor Thrust launches the opponent higher than the {{clr|4|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''
===<big>Vapor Thrust</big>===
{{InputBadge|{{clr|3|623S}}\{{clr|4|623H}}}} '''(Air OK)'''
{{GGACR_Move_Card
|input=623S,623H,j.623S/H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 3
|recovery = 32
|specialRecovery = 13
}}
}}
{{AttackVersion|name=H, Ground}}
{{#invoke:FrameChart|drawFrameData
{{#lst:{{PAGENAME}}/Data|623H}}
|startup  = 11
{{!}}-
|active  = 4
{{Description|8|text=*Ky's actual meterless reversal.
|recovery = 30
*Some combos may need the {{clr|3|S}} Version and others the {{clr|4|H}} one. Experiment.
|specialRecovery = 13
'''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''
}}
}}
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.623S/H}}
{{!}}-
{{Description|8|text=*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''


}}
Vapor Thrust is an invulnerable attack that hits on both sides of Ky. It's his dedicated meterless reversal, but it is noticeably risky because it has poor horizontal range and is susceptible to low profiles. Nonetheless, it is useful as a combo tool and usable as an anti-air or reversal when pressured.
 
The {{clr|S|S}} version loses invulnerability before active frames, but will still go through some things. It's faster and launches the opponent higher, which makes it a decent anti-air. It's less used when being pressured, as its quite easy to trade with the opponent. Leads to a full combo on Counter Hit.
 
The {{clr|H|H}} version does have invulnerability during active frames, meaning its Ky's actual reversal. Because it launches opponents lower, it's his preferred version for combos, and allows him to do {{MMC|input=623H &gt; S|label=Javelin}} loops and enter okizeme. It is also quite useful when being pressured, but whiffing will most likely end up in Ky taking a lot of damage.
 
The Air versions mostly see use as combo filler.
 
}}
}}
====== ======
 
{{MoveData
===<big>Lightning Javelin</big>===
|image=GGAC_Ky_LightningJavelin.png
{{InputBadge|Vapor Thrust > {{clr|3|S}} or {{clr|4|H}}}}
|name=Lightning Javelin
{{GGACR_Move_Card
|caption=S version wallsticks, H version wallbounces
|input=623H > S,623H > H
|input=Vapor Thrust -> {{clr|3|S}}/{{clr|4|H}}
|description=
|data=
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.
{{AttackDataHeader-GGACR|version=yes}}
----
{{!}}-
{{clr|3|S}} version blows the opponent away and downwards.  
{{AttackVersion|name=S}}
*Causes wallstick and can be used for combos near the corner or to push the opponent towards the corner from midscreen.
{{#lst:{{PAGENAME}}/Data|623H S}}
*Recovers faster than H version, doesn't bounce Ky as high up.
{{!}}-
*Since Lightning Javelin can be performed even on whiff FRC point can make Vapor Thrust safe.
{{Description|8|text=*{{clr|3|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.
{{clr|4|H}} version blows the opponent away directly to the corner and wallbounces.
*FRC Point at 24~26f
*Used to either combo the opponent midscreen or to knock down. The wallbounce leaves the opponent right next to Ky, allowing for a setup.
'''Additional Frame Data''' ''Wallsticks opponent on hit (untechable for 62F, sticks for 32F). Ky is in CH state until landing''
*Recovers slower than S version, bounces Ky higher up.
*Since Lightning Javelin can be performed even on whiff FRC point can make Vapor Thrust safe.
}}
}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|623H H}}
{{!}}-
{{Description|8|text=*{{clr|4|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''


  }}
===<big>Stun Dipper</big>===
{{InputBadge|{{clr|2|236K}}}}
{{GGACR_Move_Card
|input=236K
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 8
|active  = 14
|inactive2 = 7
|active3 = 3
|recovery = 26
|frcStart=24
|frcEnd=26
}}
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. 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.
*FRC point 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.
}}
}}
====== ======
{{MoveData
|image=GGAC_Ky_StunDipper.png
|caption=2nd hit won't combo if you do it too close to the opponent.
|name=Stun Dipper
|input={{clr|2|236K}}
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|236K}}
{{!}}-
{{Description|7|text=*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 {{clr|3|c.S}} > {{clr|4|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.''
===<big>Greed Sever</big>===
}}
{{InputBadge|{{clr|2|214K}}}}
{{GGACR_Move_Card
|input=214K
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 18
|active  = 15
|recovery = 5
|specialRecovery = 11
}}
}}
====== ======
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.
{{MoveData
*Though it starts up fast (18F), it doesn't hit crouching opponents until later (roughly frame 24, earlier on larger characters).
|image=GGAC_Ky_GreedSever.png
*Loud and obvious visual/audio cue, so it's harder to hit than its startup implies.
|name=Greed Sever
*Can hop over low hitting moves and even low projectiles like Sol's {{MMC|chara=Sol Badguy|input=236P|label=Gunflame}}.
|input={{clr|2|214K}}
*Crosses up if done at point-blank range.
|data=
*On CH, it floats opponents higher and is completely untechable, opening up more combo routes.
{{AttackDataHeader-GGACR}}
*Often made safe with RC > 2P
{{!}}-
{{#lst:{{PAGENAME}}/Data|214K}}
{{!}}-
{{Description|7|text=
*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)''
}}
}}
}}
====== ======
 
{{MoveData
===<big>Lightning Strike</big>===
|image=GGAC_Ky_LightningStrike.png
{{InputBadge|{{clr|4|222H}} when opponent is knocked down}}
|caption=Trading oki for damage. FRC to get both or combo
{{GGACR_Move_Card
|name=Lightning Strike
|input=222H
|input={{clr|4|222H}} when opponent is down
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGACR}}
|startup  = 14
{{!}}-
|active  = 1
{{#lst:{{PAGENAME}}/Data|222H}}
|recovery = 53
{{!}}-
|frcStart = 14
{{Description|7|text=
|frcEnd = 16
*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.
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.
*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.
*Can whiff if input too late, in which case you are stuck in recovery for a quite a while.
'''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''
*FRC point to continue a combo after knockdown.
}}
}}
}}
<br style="clear:both;"/>


==Force Breaks==
==Force Breaks==
====== ======
===<big>Lightning Sphere</big>===
{{MoveData
{{InputBadge|{{clr|5|236D}} > {{clr|5|4D}}}}
|image=GGAC_Ky_Orb.png
{{GGACR_Move_Card
|name=Lightning Sphere
|input=236D > 4D
|input=CSE -> {{clr|5|4D}}
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGACR}}
|startup  = 6
{{!}}-
|active  = 34
{{#lst:{{PAGENAME}}/Data|236D 4D}}
|recovery = 4
{{!}}-
{{Description|7|text=
*A great attack that must be FDed in the air and leads to great damage.
'''Combos'''
*{{clr|5|2D}} > Lightning Sphere > {{clr|3|c.S}} > {{clr|4|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''
}}
}}
}}
====== ======
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 [[GGACR/Ky Kiske/Combos#Spending Meter|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.
{{MoveData
*[[GGACR/Offense#Vacuum|Vacuums]] opponent.
|image=GGAC_Ky_ChargeDrive.png
*Must be blocked with FD in the air.
|caption=Low-commitment Rising Force
*Can be cancelled into Charge Drive.
|name=Charge Drive
|input=Ligtning Sphere -> {{clr|5|46D}}
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|236D 4D 46D}}
{{!}}-
{{Description|7|text=
*Technically an overdrive. Wallsticks in the corner.
'''Additional Frame Data''' ''Forced prorate 70%. Wallsticks opponent on hit (untechable for 80F, sticks for 60F)''
}}
}}
}}
====== ======
 
{{MoveData
===<big>Charge Drive</big>===
|image=GGAC_Ky_jD.png
{{InputBadge|{{clr|5|236D}} > {{clr|5|4D}} > {{clr|5|46D}}}}
|caption=Looks just like {{clr|5|j.D}}, but has a lot of special properties.
{{GGACR_Move_Card
|name=Stun Rays
|input=236D > 4D > 46D
|input={{clr|5|j.214D}}
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGACR}}
|startup  = 20
{{!}}-
|active  = 15
{{#lst:{{PAGENAME}}/Data|j.214D}}
|recovery = 35
{{!}}-
{{Description|7|text=
*A version of Ky's {{clr|5|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''
}}
}}
}}
====== ======
Finishing blow followed up from Lightning Sphere. Deals a high amount of stun and blows the opponent away. [[GGACR/Offense#Wall Stick|Wall Sticks]] in the corner, allowing a short follow-up combo.
{{MoveData
}}
|image=GGAC_Ky_GreedSever.png
 
|caption=Invincible to lows.
===<big>FB Greed Sever</big>===
|name=FB Greed Sever
{{InputBadge|{{clr|5|214D}}}}
|input={{clr|5|214D}}
{{GGACR_Move_Card
|data=
|input=214D
{{AttackDataHeader-GGACR}}
|description=
{{!}}-
{{#invoke:FrameChart|drawFrameData
{{#lst:{{PAGENAME}}/Data|214D}}
|startup  = 22
{{!}}-
|active  = 4
{{Description|7|text=
|recovery = 17
*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.
A metered version of {{clr|2|214K}} with much higher base damage, low invul, and a bit of startup invul to go with it.
'''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''
 
}}
It has greater reward and hits slightly faster than regular Greed Server, but {{clr|5|214D}} can only combo on CH which means Ky has to be more selective when using it— For example, after the risk gauge is sufficiently cranked, or to call out low hitting moves. Whilst it can be converted on normal hit with {{clr|4|222H}} FRC, it's not worth the 50 meter cost unless it will kill.
 
As a reversal option, it's not much better than his DP. On Ky's wakeup, many characters can use low buttons to check for Vapor Thrust while also recovering in time to block {{clr|5|214D}}'s lengthy 22f startup, negating the usefulness of its invul. It can still see use for challenging harder reads and the opponent mid-pressure, however.
}}
 
===<big>Stun Raising</big>===
{{InputBadge|{{clr|5|j.214D}}}}
{{GGACR_Move_Card
|input=j.214D
|description=
''Also referred to as Stun Ray or FB Star by the community.''
 
An exceptionally powerful version of Ky's {{clr|5|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. Cannot be used while Charged Stun Edge is onscreen
 
*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.
}}
}}
<br style="clear:both;"/>


==Overdrives==
==Overdrives==
====== ======
===<big>Ride the Lightning</big>===
{{MoveData
{{InputBadge|{{clr|4|632146H}} (Air OK)}}
|image=GGAC_Ky_RTL.png
{{GGACR_Move_Card
|name=Ride the Lightning
|input=632146H,j.632146H
|input={{clr|4|632146H}} air OK
|description=
|data=
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 [[Tiger Knee|TK'd]], this move can be used in combos against airborne opponents.
{{AttackDataHeader-GGACR|version=yes}}
*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.
{{AttackVersion|name=Ground}}
*FRC is good for staying safe on block or starting combos, but this is an expensive tactic at 75 meter + tension cooldown.
{{#lst:{{PAGENAME}}/Data|632146H}}
{{!}}-
{{Description|8|text=*The ground one can be used a a wakeup reversal
}}
}}
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.632146H}}
{{!}}-
{{Description|8|text=
*The aerial version can be used in combos if done as a low air juggle.


**Overall, these attacks as not used much.
===<big>Sacred Edge</big>===
*(Both versions): FRC Point at 53~56f (First frames of Recovery) allows Ky to do combos, although you are using 75% meter.
{{InputBadge|{{clr|1|236236P}}}}
'''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''
{{GGACR_Move_Card
}}
|input=236236P
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|isProjectile = true
|recovery = 29
|frcStart = 13
|frcEnd = 14
}}
}}
====== ======
Usually used to add damage to combos. A common route is to use it after {{clr|5|2D}}. It's very plus on block which can allow you to reset pressure, but the meter cost is significant.
{{MoveData
*While it is +13 on block, it's more meter efficient to use Lightning Sphere or Stun Edge FRC to reset pressure.
|image=GGAC_Ky_SacredEdge.png
*2D > 236236P is a bit character and distance specific, it isn't a totally stable combo.
|name=Sacred Edge
*On some characters and distances, you can link 6H after.
|input={{clr|1|236236P}}
'''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.
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|236236P}}
{{!}}-
{{Description|7|text=
*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''
}}
}}
}}
<br style="clear:both;"/>


==Instant Kill==
==Instant Kill==
{{MoveData
===<big>Rising Force</big>===
|image=GGAC_Ky_IK.png
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}
|name=Rising Force
{{GGACR_Move_Card
|input=in IK Mode: {{clr|4|236236H}}
|input=236236H
|data=
|description=
{{AttackDataHeader-GGACR}}
{{#invoke:FrameChart|drawFrameData
{{!}}-
|startup  = 17
{{#lst:{{PAGENAME}}/Data|IK}}
|active  = 3
{{!}}-
|recovery = 45
{{Description|7|text=
}}
*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.
Ky's Instant Kill is actually pretty fast and far-reaching. This makes it exceptionally useful (by IK standards, anyway) if you are able to stun your opponent or if you are fighting ABA and force her into {{MiniMoveCard|chara=A.B.A|input=Suka Motion}}.
'''Additional Frame Data''' ''IK mode activation: 46F''
}}
}}
}}
<br style="clear:both;"/>


== Notable Players ==
==Colors==
{| class="wikitable"
{{GGACRColors|Character=Ky Kiske}}
!width="95"|Name (English/Japanese) !! width="85"|Color
!width="125"|Location !! Common<br>Venues !! Contact !! Status !! Notes !! Example Play
|-
| Machaboo || style="text-align:center;"| [[File:GGACR Ky_normal_d.png|enter|90px]]
| Japan || Mikado || - || Retired to SFV || Extremely strong all around player.<br>If you don't know who this is, you're gonna learn. || [https://youtu.be/jd1AYxToX70 Link]
|-
| Ain || style="text-align:center;"| [[File:GGACR Ky_reload_p.png|enter|90px]]
| Japan || Mikado || - || Retired to Xrd|| Aggressive, strong Ky player || [https://youtu.be/_zEzFlXoTqg Link]
|-
| Rozu || style="text-align:center;"| [[File:GGACR Ky_normal_d.png|enter|90px]]
| Japan || Mikado || - || Retired to Xrd|| - ||
|}


==External References==
==Navigation==
==Navigation==
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[GGACR/Ky Kiske/Data]].}}
{{notice|To edit frame data, edit values in [[GGACR/Ky Kiske/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{GGACR/Navigation}}
{{Navbar-GGACR}}
{{Overview/SEO|summary=Guilty Gear +R's Ky Kiske controls the battlefield as a versatile character with strong pressure and defense.}}

Latest revision as of 10:02, 28 December 2023

Overview

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 EdgeGGAC Ky StunEdge.pngGuardAllStartup10RecoveryTotal 41Advantage-5 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 DipperGGAC Ky StunDipper-1.pngGuardLow, MidStartup8Recovery26Advantage-15 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 From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. using Charged Stun EdgeGGAC Ky CSE.pngGuardAllStartup43RecoveryTotal 68Advantage+18, 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 SeverGGAC Ky GreedSever.pngGuardHigh/AirStartup18Recovery5+11 after landingAdvantage-14, or gamble with his reversal, Vapor ThrustGGAC Ky VaporThrust.pngGuardMidStartup11Recovery30+13 after landingAdvantage-33. 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.
GGACR Ky Kiske Nameplate.png
GGACR Ky Kiske Portrait.png
Damage Received Mod
×1.03
Guts Rating
2/5
Gravity Mod
×1
Stun Resistance
60
Prejump
3F
Backdash
16F (1~9F Strike Invuln)
Wakeup Timing
23F (Face Up)/ 21F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
1
Fastest Attack
2P (4F)
Reversals
623S/H (9F/11F)
632146H (11F)

 Ky Kiske is the resident "shoto" of Guilty Gear, with a balanced toolkit and answers for almost every situation.

Pros
Cons
  • Well Rounded and Well Ranged: Ky has 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. Ky is also consistent in his ability to score knockdowns and establish advantage after winning neutral.
  • Strong Pressure: Ky has a large list of pretty solid mixup tools—including 5K, j.S, j.D, j.214D, and Greed Sever, as well several tools to enforce frame advantage—such as 3H, Charged Stun Edge, and Lightning SphereGGAC Ky Orb.pngGuardMidStartup6Recovery4Advantage+8. Paired with his open gatling table he can keep the opponent guessing and crank their Guard Gauge.
  • Space Control: Ky has a suite of excellent pokes to help him control space, such as f.S, 2D, and 5H. He can reactively punish jumpins with 6P or control the sky with the disjointed j.S and j.HS.
  • 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.
  • Linear At Range: Ky's versatility is outclassed by most other projectile characters and characters with long range pokes.
  • Trouble Keeping Pressure On: Ky's pressure is not flawed in and of itself, but keeping on the opponent requires resets, usually some meter, and usually leaves points for certain characters to confidently steal a turn.
  • Low Average Damage: Ky's typical combo starters prorate heavily and converting into his high damage routes often requires several conditions such as meter and corner positioning.
  • Meter Dependent: much of Ky's gameplan is locked behind having at least 25% meter for FRC or Force Break. Ky is forced to use meter to play neutral, keep pressure, or deal significant damage against opponents who outclass him in any particular area in order to keep pace with the rest of the cast.

Starter Guide

Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 5 4 6 0
Total: 14

A well-rounded jab. Ky generally has better options for most situations but you can set up frame traps, bait Bursts, and anti-air with it.

  • Good vertical range.
  • Nice backup anti-air when 6P would fail (like if you were crossed up).
  • Gatlings into any other attack.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

5K

Damage Guard Startup Active Recovery On-Block Invuln
12 Low 5 8 7 -5
Total: 19

Ky's main normal for okizeme and low mixup. Super fast, active for a long time, and hits low.

  • Hits surprisingly high up.
  • Active enough to catch backdashes.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 3 8 1

c.S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 7 2 18 -3
Total: 26

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14 6 4

f.S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 10 6 19 -11
Total: 34

A long reaching normal best used to space out your opponent from medium to far range. Usually cancelled into 2S or Stun Edge, depending on range. It's recommended to be careful using it against characters who have low profiling moves such as Stun Dipper and Grand ViperGGAC Sol 214S-2.pngGuardLow×7, MidStartup17Recovery37Advantage-21 along with Zappa's run and Faust's crouch walk.

  • Extends hurtbox significantly

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

5H

Damage Guard Startup Active Recovery On-Block Invuln
42 Mid 10 6 12 +1
Total: 27

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 Stun Dipper to end a combo. Sometimes cancelled into 6K to reset pressure, but this can be risky on whiff. Being a level 5 attack, it's also a good normal to cancel into Greed Sever 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.
  • Preferred normal to loop airborne CH's when comboing with a flashing Guard Gauge.

Gatling Options: 6K, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5
  • Staggers on ground CH (max 47F)

5D

Damage Guard Startup Active Recovery On-Block Invuln
15 High 25 4 22 -12
Total: 50

A long range overhead cancellable from a lot of normals. Unsafe on block, but the opponent might have some trouble punishing it if used further away. On hit, you can do a simple Dust combo or go for harder, more optimal Impossible Dust combos.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 20 3

6P

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 9 5 15 -6 1~6F Upper Body
7~13F Above Knees
Total: 28

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.

  • Its invul can be used to beat some defensive options, such as DAA, or Vapor Thrust.
  • Often used as a frame trap due to high reward on CH.
  • Sometimes used to start 6H loops on CH from very close hits.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 10 7 3
  • Blows back opponent on CH (untechable for 56F on ground hit, air hit for 28F)

6K

Damage Guard Startup Active Recovery On-Block Invuln
36 Mid 17 2 11 +4
Total: 29

A slow attack used to extend blockstrings and combos. Often canceled into from c.S. On hit, you can link a 2P or 2K for an extended combo. On block, you're at advantage. It's a vital normal to get Ky closer to the opponent for Lightning Sphere and Stun Edge FRC combos. Also used to knock airborne opponents down, mostly in corner S Javelin combos.

  • Moves Ky forward.
  • 0 on IB.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14 6 4

6H

Damage Guard Startup Active Recovery On-Block Invuln
43 Mid 20 4 17 +2
Total: 40

Has a custom amount of blockstun making it +2 on block. 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.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 12 5
  • Custom blockstun

3H

Damage Guard Startup Active Recovery On-Block Invuln
36×2 Mid 23 8,1 3 +15
Total: 34

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 most reversals when timed correctly.

The Option Select works because 3H's recovery is extremely fast (only 3 frames). If you use it at the correct okizeme timing, you can hit the opponent with the last couple of active frames if they blocked, and recover in time to block if they did an invulnerable attack. This technique becomes more difficult the faster the opponent's reversal is, since the safe window shrinks. For example, against Sol it's a 1F window to correctly bait his H DP and have the second hit of 3H connect, because it has only 5F of startup. Against Ky you have a much larger window due to his Vapor Thrust having 11F of startup. Will not OS reversals that are 4F or faster.

  • 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.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10×2 8×2 5

2P

Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 4 4 5 +1
Total: 12

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.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 3 8 1

2K

Damage Guard Startup Active Recovery On-Block Invuln
14 Low 5 4 6 0
Total: 14

A fast, low risk poke in neutral, especially when dashing in.

  • Has very good range for its speed.
  • Being low to the ground avoids airdash attacks.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 70% 3 8 1

2S

Damage Guard Startup Active Recovery On-Block Invuln
25 Low 9 2 13 -1
Total: 23

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3

2H

Damage Guard Startup Active Recovery On-Block Invuln
40 Mid 12 4 20 -7
Total: 35

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14 10 4
  • Floats on CH (untechable for 38F)

2D

Damage Guard Startup Active Recovery On-Block Invuln
30 Low 7 12 12 -10
Total: 30

Used in combos to knock down into okizeme and at the end of blockstrings to disengage using a jump cancel. Cancel into Stun Edge FRC, Sacred Edge, or Lightning Sphere to extend combos or reset pressure.

  • Hilariously long active frames
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 85% 8 7 3

j.P

Damage Guard Startup Active Recovery On-Block Invuln
12 High/Air 6 6 6
Total: 17

A fast airborne poke. It has somewhat short range and doesn't hit below Ky so it isn't very good for hitting an opponent under you. Used while rising to check the opponent or to interrupt something. Usually canceled into from better jump ins like j.S.

  • Cancels into j.D to start tricky mixup situations.
  • Burst safe.

Gatling Options: j.P, j.K, j.S, j.H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

j.K

Damage Guard Startup Active Recovery On-Block Invuln
16 High/Air 7 8 8
Total: 22

A big air poke used to stuff moves from far away. Great in general for air-to-air fights.

  • Crosses up.
  • Not jump cancellable, so cancels into j.P or j.S for air combos.
  • Cancels into j.D to start tricky mixup situations.

Gatling Options: j.P, j.S, j.H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 9 1

j.S

Damage Guard Startup Active Recovery On-Block Invuln
28 High/Air 7 3 21
Total: 30

A versatile move. It's a strong jump-in attack, is used in airdash high/low mixups off of Charged Stun Edge FRC, and cross-ups after a Lightning Javelin knockdown. You can also apply advanced F-Shiki mixups off of a deep j.S due to its big vertical hitbox.

  • Crosses up.
  • Air combo filler.

Gatling Options: j.P, j.H

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 8 3

j.H

Damage Guard Startup Active Recovery On-Block Invuln
38 High/Air 13 4 23
Total: 39

A massive swipe that's great for space control, and Ky's go-to landing move, especially when performing a safejump. Cancel into Stun Edge when it's blocked to keep the pressure up. Its startup frames are also useful when doing empty jump mixups, where you would fake it hitting overhead.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3

j.D

Damage Guard Startup Active Recovery On-Block Invuln
40 All 38 13 Total 20+11 after landing

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.

The landing recovery for j.D will be applied even if Ky airdashes or does another attack in the air afterwards - unless Ky does a double jump, in which case he can land normally.

  • 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.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 0 11 3
  • Launches higher on CH (untechable for 46F)
  • 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

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 43 pixels

A basic throw, but vital nonetheless. Option Select offensively with c.S, or defensively with 6P. FRC just as Ky's sword hits the ground for a combo to make your mixup more punishing.

FRC Window Proration Guard Bar+ Guard Bar- Level
59~60F Forced 50% 6, 8

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 88 pixels

Air throw that wallbounces in the corner, link with 2P for a combo. Option Select with j.P or j.K for safety.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 Mid 12 3 24 -13 1~14F All
15~32F Throw
Total: 38

While useful in a pinch, Ky has a lot of defensive options you should consider using before committing to this unsafe guard cancel.

  • Wallbounces in the corner.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 50% 10 7 3

Special Moves

Stun Edge

236S or 236H

Version Damage Guard Startup Active Recovery On-Block Invuln
236S 40 All 10 Total 41 -5
236H 40 All 13 Total 52 -9
Total: 41
Total: 52

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.
  • FRC point can be used to continue pressure on block, combo on hit, and bait air dashes.

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.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
236S 22~23F 0 7 3
236H 25~26F 0 6 4

236S:

  • Ky is in CH state from 1~21F

236H:

  • Ky is in CH state from 1~24F

Air Stun Edge

j.236S or j.236H

Version Damage Guard Startup Active Recovery On-Block Invuln
j.236S 33 All 15 Total 59+14 after landing
j.236H 33 All 13 Total 56+14 after landing
Total: 73
Total: 70

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.
  • FRC restores air options.

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.
  • FRC restores air options.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
j.236S 16~18F 0 7 3
j.236H 14~16F 0 6 4

j.236S:

  • Ky is in crouching state during landing recovery
  • FRCing restores jump options
  • Has a minimum height requirement

j.236H:

  • Ky is in crouching state during landing recovery
  • FRCing restores jump options
  • Has a minimum height requirement

Charged Stun Edge

236D

Damage Guard Startup Active Recovery On-Block Invuln
20×3 All 43 49 Total 68 +18
Total: 68

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

  • Travels nearly fullscreen.
  • FRC point can be used to create opportunities in neutral, or set up high/low mixup on okizeme.
    • 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.
FRC Window Proration Guard Bar+ Guard Bar- Level
31~32F 0 6×3 4
  • Can cancel into Lightning Sphere from 9~27F
  • Movement immediately after the FRC affects the position of the projectile

Air Charged Stun Edge

j.236D

Damage Guard Startup Active Recovery On-Block Invuln
20×3 All 31 Total 63+14 after landing
Total: 77

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.

  • FRC point 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.
FRC Window Proration Guard Bar+ Guard Bar- Level
21~22F 0 6×3 5
  • Ky is in crouching state during landing recovery
  • Has a minimum height requirement

Vapor Thrust

623S or 623H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
623S 32 Mid 9 3 32+13 after landing -34 1~8F All
623H 36 Mid 11 4 30+13 after landing -33 1~10F All
11~15F Strike
j.623S/H 32 All 11 3 Until landing+13 1~10F Strike
Total: 56
Total: 57

Vapor Thrust is an invulnerable attack that hits on both sides of Ky. It's his dedicated meterless reversal, but it is noticeably risky because it has poor horizontal range and is susceptible to low profiles. Nonetheless, it is useful as a combo tool and usable as an anti-air or reversal when pressured.

The S version loses invulnerability before active frames, but will still go through some things. It's faster and launches the opponent higher, which makes it a decent anti-air. It's less used when being pressured, as its quite easy to trade with the opponent. Leads to a full combo on Counter Hit.

The H version does have invulnerability during active frames, meaning its Ky's actual reversal. Because it launches opponents lower, it's his preferred version for combos, and allows him to do JavelinGGAC Ky LightningJavelin.pngGuardAllStartup17RecoveryUntil landing+6Advantage- loops and enter okizeme. It is also quite useful when being pressured, but whiffing will most likely end up in Ky taking a lot of damage.

The Air versions mostly see use as combo filler.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
623S N/A 80% 10 7 3
623H N/A 80% 10 10 3
j.623S/H N/A 10 7 3

623S:

  • Ky is airborne from 9F onwards
  • Can cancel into Lightning Javelin from 16~29F

623H:

  • Ky is airborne from 11F onwards
  • Can cancel into Lightning Javelin from 17~31F

j.623S/H:

  • Can cancel into Lightning Javelin from 15~33F

Lightning Javelin

Vapor Thrust > S or H

Version Damage Guard Startup Active Recovery On-Block Invuln
623H > S 16 All 17 5 Until landing+6
623H > H 16 All 17 6 Until landing+12

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.
  • Since Lightning Javelin can be performed even on whiff FRC point can make Vapor Thrust safe.

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.
  • Since Lightning Javelin can be performed even on whiff FRC point can make Vapor Thrust safe.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
623H > S 24~26F 15 6 5
623H > H 27~29F 15 12 5

623H > S:

  • Ky is in CH state until landing

623H > H:

  • Ky is in CH state until landing

Stun Dipper

236K

Damage Guard Startup Active Recovery On-Block Invuln
12, 32 Low, Mid 8 14(7)3 26 -15 5~21F Low Profile
Total: 57

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. 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.

  • FRC point 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.
FRC Window Proration Guard Bar+ Guard Bar- Level
24~26F 11, 10 6, 7 4, 3

Greed Sever

214K

Damage Guard Startup Active Recovery On-Block Invuln
30 High/Air 18 15 5+11 after landing -14 4~37F Feet
Total: 48

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 GunflameGGAC Sol 236P.pngGuardAllStartup21RecoveryTotal 50Advantage-3.
  • 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
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 85% 11 18 4
  • Ky is airborne from 4F onwards
  • Floats higher on CH
  • Ky is in crouching state during landing recovery
  • Startup to hit a crouching opponent is 21F (tested on Sol)

Lightning Strike

222H when opponent is knocked down

Damage Guard Startup Active Recovery On-Block Invuln
30 14 1 53
Total: 67

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.
  • FRC point to continue a combo after knockdown.
FRC Window Proration Guard Bar+ Guard Bar- Level
14~16F 20 3
  • Removes OTG status on hit
  • Ky is in CH state during move
  • Can only perform move when opponent is knocked down

Force Breaks

Lightning Sphere

236D > 4D

Damage Guard Startup Active Recovery On-Block Invuln
24×3 Mid 6 34 4 +8
Total: 43

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.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 0 6×3 5
  • Pulls in opponent on hit or block
  • Can cancel into Charge Drive from 30~36F

Charge Drive

236D > 4D > 46D

Damage Guard Startup Active Recovery On-Block Invuln
130 All 7+13 15 35 -31
Total: 69

Finishing blow followed up from Lightning Sphere. Deals a high amount of stun and blows the opponent away. Wall Sticks in the corner, allowing a short follow-up combo.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 70% 20 6 5

FB Greed Sever

214D

Damage Guard Startup Active Recovery On-Block Invuln
70 High/Air 22 4 17 -4 1~4F Strike
5~25F Lower Body
Total: 42

A metered version of 214K with much higher base damage, low invul, and a bit of startup invul to go with it.

It has greater reward and hits slightly faster than regular Greed Server, but 214D can only combo on CH which means Ky has to be more selective when using it— For example, after the risk gauge is sufficiently cranked, or to call out low hitting moves. Whilst it can be converted on normal hit with 222H FRC, it's not worth the 50 meter cost unless it will kill.

As a reversal option, it's not much better than his DP. On Ky's wakeup, many characters can use low buttons to check for Vapor Thrust while also recovering in time to block 214D's lengthy 22f startup, negating the usefulness of its invul. It can still see use for challenging harder reads and the opponent mid-pressure, however.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 11 6 4
  • Ground bounces on CH (untechable for 130F)
  • Ky is airborne from 5~20F
  • Ky is in CH state during move

Stun Raising

j.214D

Damage Guard Startup Active Recovery On-Block Invuln
18×2 Mid 45 161 Total 22

Also referred to as Stun Ray or FB Star by the community.

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. Cannot be used while Charged Stun Edge is onscreen

  • 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.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 0 7×2 3
  • Floats opponent on CH (untechable for 60F)
  • Ky is in CH state 1~15F
  • Has a minimum height requirement
  • Projectile guaranteed to appear after 12F

Overdrives

Ride the Lightning

632146H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
632146H 36×5 Mid 10+1 42 20 -24 1~14F All
15~19F Throw
j.632146H 36×5 All 7+1 42 Until landing+3 1~14F All
15~19F Throw

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.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
632146H 53~56F 10×5 5×5 3
j.632146H 50~53F 10×5 5×5 3

632146H:

  • Ky is in CH state during move
  • Dizzy modifier x0

j.632146H:

  • Ky is in CH state until landing
  • Dizzy modifier x0

Sacred Edge

236236P

Damage Guard Startup Active Recovery On-Block Invuln
27×5 All 5+3 Total 36 +13
Total: 36

Usually used to add damage to combos. A common route is to use it after 2D. It's very plus on block which can allow you to reset pressure, but the meter cost is significant.

  • While it is +13 on block, it's more meter efficient to use Lightning Sphere or Stun Edge FRC to reset pressure.
  • 2D > 236236P is a bit character and distance specific, it isn't a totally stable combo.
  • On some characters and distances, you can link 6H after.

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.

FRC Window Proration Guard Bar+ Guard Bar- Level
13~14F 3×5 6×5 5

Instant Kill

Rising Force

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal All 9+8 3 45 -29
Total: 64

Ky's Instant Kill is actually pretty fast and far-reaching. This makes it exceptionally useful (by IK standards, anyway) if you are able to stun your opponent or if you are fighting ABA and force her into Suka MotionGGAC ABA sukaMotion.pngGuardStartupRecoveryTotal 52Advantage-.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 5
  • IK Mode activation: 46F

Colors

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.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


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