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|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 | 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 by lacing together low attacks, [[Frame Trap|frame traps]], throws, and pressure resets with 3H, 6K, and powerful [[{{PAGENAME}}#Force_Breaks|Force Break]]s to wear the enemy down. | ||
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 | 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 in his arsenal that round out his game plan. | ||
{{Bio | {{Bio | ||
| name = Ky Kiske | | name = Ky Kiske | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
A multi use attack that's usually the midway point in a gatling | A multi use attack that's usually the midway point in a gatling string. By the time you use this in a string you can hit confirm and combo on hit, or cancel into a jump, or another normal on block. c.S is also used a lot in combos or as a punish starter due to its speed and many cancel options. | ||
*Lots of options on hit or block. | *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 OS with. | ||
* | *Long hitstun on Counter Hit, will combo into 3H for example. | ||
*Often used in frame traps. | |||
<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}}'' | <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}}'' | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{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 | *Slighter shorter range than {{clr|3|f.S}} but hits higher up. | ||
* | *Superb for increasing Guard Balance. | ||
* | *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}}'' | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
''Staggers on ground CH (max 47F)'' | |||
</div> | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
GGXXACPR_Ky_5H-Hitbox.png | GGXXACPR_Ky_5H-Hitbox.png | ||
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}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Ky's go-to anti-air, and a great combo starter on Counter Hit. This is generally used instead of 2H when you're specifically reacting to a deep jump in. Often cancelled into c.S in the air, and 6H on the ground. | |||
* | *Upper body invulnerable early in the animation, then above-knees invulnerable. | ||
*Launches into an untechable blowback state on CH. | |||
* | *Often used in frame traps. | ||
* | <br/>''[[{{PAGENAME}}/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|6H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}'' | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
''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%'' | |||
</div> | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
GGXXACPR_Ky_6P-Hitbox.png | GGXXACPR_Ky_6P-Hitbox.png | ||
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}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Mainly used to pressure reset and frame trap. On hit, you can link a 2K or 2P for an extended combo. On block you're left at frame advantage. Also used to end combos in the corner. | |||
*Moves Ky forward. | |||
* | *Untechable blowback on air hit. | ||
*Untechable on air hit. | |||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
'' | {{clear}} | ||
---- | |||
''Puts opponent in blowback state on air hit (untechable 25F)'' | |||
</div> | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
GGXXACPR_Ky_6K-Hitbox.png | GGXXACPR_Ky_6K-Hitbox.png | ||
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}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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Usually used as a fast, low risk poke in neutral, especially when dashing in. | 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 | *Being low to the ground helps you avoid airdash attacks. | ||
*Leaves you +0 on block. | *Leaves you +0 on block. | ||
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{{MoveData | {{MoveData | ||
|image=GGAC_Ky_RTL.png | |image=GGAC_Ky_RTL.png | ||
|caption= Flash before my eyes, now it's time to die | |||
|name=Ride the Lightning | |name=Ride the Lightning | ||
|input={{clr|4|632146H}} air OK | |input={{clr|4|632146H}} air OK | ||
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}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|image=GGAC_Ky_SacredEdge.png | |image=GGAC_Ky_SacredEdge.png | ||
|caption=Thunder and sparks, in the heart of the dark | |||
|name=Sacred Edge | |name=Sacred Edge | ||
|input={{clr|1|236236P}} | |input={{clr|1|236236P}} | ||
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{{MoveData | {{MoveData | ||
|image=GGAC_Ky_IK.png | |image=GGAC_Ky_IK.png | ||
|caption= Alone in the Inferno it soars ever higher, leaving the demons behind | |||
|name=Rising Force | |name=Rising Force | ||
|input=in IK Mode: {{clr|4|236236H}} | |input=in IK Mode: {{clr|4|236236H}} | ||
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!width="125"|Location !! Common<br>Venues !! Contact !! Status !! Notes !! Example Play | !width="125"|Location !! Common<br>Venues !! Contact !! Status !! Notes !! Example Play | ||
|- | |- | ||
| Machaboo || style="text-align:center;"| [[File: | | Machaboo || style="text-align:center;"| [[File:AC 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] | | 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] | ||
|- | |- | ||
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| Japan || Mikado || - || Retired to Xrd|| Aggressive, strong Ky player || [https://youtu.be/_zEzFlXoTqg Link] | | Japan || Mikado || - || Retired to Xrd|| Aggressive, strong Ky player || [https://youtu.be/_zEzFlXoTqg Link] | ||
|- | |- | ||
| Rozu || style="text-align:center;"| [[File: | | Rozu || style="text-align:center;"| [[File:AC Ky_normal_d.png|enter|90px]] | ||
| Japan || Mikado || - || Retired to Xrd|| - || | | Japan || Mikado || - || Retired to Xrd|| - || | ||
|} | |} |
Revision as of 09:46, 30 October 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Forums | Videos |
Ky Kiske is a balanced, straightforward character with a tool for every range and situation.
He performs best at midrange with a variety of useful pokes, but Ky has tools at every range thanks to his Stun Edge projectiles. He uses his fast and long reaching f.S to harass his foes, and rounds out his spacing game with 2S, 5HS, 2K, and 2D. From well spaced pokes, experienced Ky players can cancel into Stun Dipper to secure knockdowns from afar. Frustrated opponents that jump at him will find themselves dealing with his above-the-knees invulnerable 6P and extremely long reaching 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 using Charged Stun Edge or j.D, then apply strong blockstring pressure by lacing together low attacks, frame traps, throws, and pressure resets with 3H, 6K, and powerful Force Breaks to wear the enemy down.
To turn the tide, Ky can use Stun Dipper to slide under attacks and score knockdowns, utilize his overhead Greed Sever to catch the opponent slacking on defense, or spend Tension to Roman Cancel a 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 in his arsenal that round out his game plan.
Lore: | A former captain of the Sacred Order of Holy Knights. Ky's zeal and sincerity make him a valuable asset to his allies, and a target for his enemies. |
Voice: | Takeshi Kusao |
Ky Kiske Ky Kiske is a balanced, straightforward character with a tool for every range and situation.
- 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 2P, and two reversals.
- Knockdown From Anything: Lightning Javelin secures a knockdown from nearly anywhere, and 6H > 6K works for low corner combos.
- Strong Okizeme: 3H, 236D, j.236D, j.D, j.214D, 5K and j.S all combine to give Ky superb options for setting up over the opponent.
- Linear At Range: Ky's versatility is outclassed by most other projectile characters and characters with long range pokes.
- Limited Second Chance Pressure: Pressure extensions are limited and either require meter or end your turn and put you on the defensive.
- Low Damage: Ky's typical combo starters prorate heavily, couple this with an already low overall output and you have a less explosive character than most others.
- Straightforward To A Fault: Ky's approach is somewhat telegraphed, and easy for more defensive characters to stop; requires acting outside the box.
- Poor Matchups Against Top Tier: Despite being strong in his own right, Ky is shut out by the stronger characters in +R.
Normals
5P |
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5K |
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c.S |
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f.S |
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5H |
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6P |
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6K |
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6H |
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3H |
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5D |
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2P |
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2K |
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2S |
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2H |
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2D |
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j.P |
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j.K |
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j.S |
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j.H |
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j.D |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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Specials
Stun Edge 236S/H |
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Charged Stun Edge 236D |
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Air Stun Edge j.236S/H |
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Air Charged Stun Edge j.236D |
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Vapor Thrust 623S/H air OK |
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Lightning Javelin Vapor Thrust -> S/H |
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Stun Dipper 236K |
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Greed Sever 214K |
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Lightning Strike 222H when opponent is down |
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Force Breaks
Lightning Sphere CSE -> 4D |
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Charge Drive Ligtning Sphere -> 46D |
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Stun Rays j.214D |
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FB Greed Sever 214D |
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Overdrives
Ride the Lightning 632146H air OK |
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Sacred Edge 236236P |
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Instant Kill
Rising Force in IK Mode: 236236H |
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Notable Players
Name (English/Japanese) | Color | Location | Common Venues |
Contact | Status | Notes | Example Play |
---|---|---|---|---|---|---|---|
Machaboo | Japan | Mikado | - | Retired to SFV | Extremely strong all around player. If you don't know who this is, you're gonna learn. |
Link | |
Ain | Japan | Mikado | - | Retired to Xrd | Aggressive, strong Ky player | Link | |
Rozu | Japan | Mikado | - | Retired to Xrd | - |
External References
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •