GGACR/Ky Kiske

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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 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.
Now he investigates the Post-War Administration Bureau to bring justice to the corrupt system.
He employs skillful swordplay and a magic blade, Thunderseal, in his fighting style, utilizing techniques that are peerless in strength and skill.

Ky must balance his duties with the safety of his friends and family.
Voice:Takeshi Kusao

 Ky Kiske  Ky Kiske is a balanced, straightforward character with a tool for every range and situation.

Pros
Cons
  • All Range: Plenty of normals with range, speed, and good frame data + versatile projectiles and traps make Ky effective up close, far away, and everywhere in-between.
  • High Mix Pressure: Open gatling table and a suite of versatile normals allows for variable 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.
Guilty Bits Character Intro


GGACR Ky Kiske Nameplate.png
GGACR Ky Kiske Portrait.png

Normals

5P
5P
GGAC Ky 5P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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, 6H, 3H, 5D, 2D

5K
5K
GGAC Ky 5K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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

  • Hits surprisingly high up


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


  • 80% Proration.
c.S
GGAC Ky cS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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.
  • Hits really high up, so it works as an anti-air.
  • Preferred normal to throw OS with.
  • Long hitstun on Counter Hit, will combo into 3H for example.
  • Often used in frame traps.


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

f.S
GGAC Ky fS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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 (Ky) and Grand Viper (Sol) along with Zappa's run and Faust's crouch walk.

  • Extends hurtbox significantly



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

5H
GGAC Ky 5H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Typically used to end blockstrings at frame advantage, or delay cancelled into 236K to end a combo.

  • Slighter shorter range than f.S but hits higher up.
  • Superb for increasing Guard Balance.
  • Ky's best raw starter.
  • Staggers opponent on Counter Hit.


Gatling Options: 6K, 5D, 2D


Staggers on ground CH (max 47F)

6P
GGAC Ky 6P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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.


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


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%

6K
GGAC Ky 6K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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.

Puts opponent in blowback state on air hit (untechable 25F)

6H
GGAC Ky 6H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • 6H is a move with multiple uses but mainly used in combos
  • Staggers on ground hit, wall bounces on air hit.
  • Can work as a long range poke.
  • Cancels into all of ky's S and H moves except for 6H. Along with being jump cancelable.
  • Tricky to combo into in certain situations.

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

3H
GGAC Ky 3H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • 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.
5D
GGAC Ky 5D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • 5D is a standard dust
  • Hits high.
2P
GGAC Ky 2P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • 2P is a fast low poke
  • Cancels into all of ky's normals.
  • Comes out in 4 frames.
  • 2P prorates 80% and drops the guard gauge.
  • +1 on block.
  • Good for tick throw setups.
2K
GGAC Ky 2K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Usually used as a fast, low risk poke in neutral, especially when dashing in.

  • Has very good range for its speed.
  • Being low to the ground helps you avoid airdash attacks.
  • Leaves you +0 on block.


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


  • 70% Proration.
2S
GGAC Ky 2S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • 2S is a good low poke.
  • Has good range.
  • Ky's hurtbox is quite far from the hitbox.
2H
GGAC Ky 2H.png
Keep The Flag Flying
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • 2H is a good anti-air and zoning tool
  • Catches jumps and iads very well.
    • On air hit the move vacums the opponent into itself.
    • 2H is jump cancelable.
  • On counter hit 2H is a launcher.
2D
GGAC Ky 2D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • 2D is ky's main knockdown tool
  • Has good range.
  • Leads it oki.
  • Is jump cancelable.
    • Air charged stun edge and j.D are good oki options from jump cancelling.
  • 2D into metered options is ky's main launcher.

Additional Frame Data Initial Prorate: 85%

j.P
GGAC Ky jP.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • j.P is a fast air poke
  • Short range but comes out fast.
  • Good air to air move.
  • Used alot in air combos.
j.K
GGAC Ky jK.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • j.K is a good air to air move.
  • Beats out alot of moves in the air.
  • Crosses up.
j.S
GGAC Ky jS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • j.S is mainly uses as a air mix up and combo filler.
  • Can cross up.
  • Good move to land with.
j.H
GGAC Ky jH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • 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.
j.D
GGAC Ky jD.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • j.D is a unique move, Ky creates an electric cross in the air that stays for a bit until activating doing a small aoe attack. If ky gets hit the move will disappear.
  • When Ky does j.D he will freeze in the air.
  • Used as a cross up oki tool, but is not as good on short characters like zappa and faust.
  • Can zone the opponent from air approaches, but not the most consistent.

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


Universal Mechanics

Ground Throw
GGAC Ky throw.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • Basic ground throw.
  • Has an FRC point at 59~60f. You get nice damage after it.

Additional Frame Data Forced Prorate 50%. Knockdowns on hit

Air Throw
GGAC Ky airThrow.png
throws the opponent behind Ky. Wallbounces.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • 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%

Dead Angle Attack
GGAC Ky 6P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • For ky's dead angle attack ky does his 6P animation
  • Wallbounces for possible combos in the corner

Additional Frame Data Total length of animation: 38F. Fully invincible 1~14F. Throw invincible 15~32F. Wall bounces opponent on hit (untechable for 28F). Initial prorate 50%


Specials

Stun Edge
Stun Edge
236S/H
GGAC Ky StunEdge.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
S
  • A good fast fireball type move
  • People can iad over and punish continued use
  • The S version comes out very fast and controls very good space.
  • FRC Point at 22~23f
    • The FRC is used mostly to continue pressure after moves that usually leave ky with alot of recovery.

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

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

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

Charged Stun Edge
236D
GGAC Ky CSE.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • 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

Air Stun Edge
j.236S/H
GGAC Ky AirStunEdge.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
S
  • S version goes at about a 30 degree angle.
  • FRC point at 16~18f
    • This restores air options

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

H
  • H version goes at about a 60 degree angle.
  • FRC point at 14~16f
    • This restores air options

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

Air Charged Stun Edge
j.236D
GGAC Ky ACSE.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • This fireball does 3 hits like CSE and goes at about a 30 degree angle from straight down.
  • FRC at 21~22f.
  • Note that this FRC DOES NOT reset your jump options like the other 2 air fireballs
  • The infamous 'shtkn strat' as named by Mike Z: j.236D FRC negative edge a j.236H! If you do this right, Ky will effectively do 2 air fireballs that cover a big part of the playing field.
    • While you won't do much damage off this, You can use it to keep the opponent away and catch unsuspecting enemies that try to air dash or jump at you.

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

Vapor Thrust
623S/H air OK
GGAC Ky VaporThrust.png
You should mostly stick with the H version
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
S, Ground
  • A poor reversal special that easily whiffs on opponents doing low attacks.
  • The S version isn't invulnerable to the first active frame, so it is possible to trade with the opponent's attacks.
  • S Version tends to have better reward on counter hit and acts as a better Anti Air than the H Version.
  • Also note that S Vapor Thrust launches the opponent higher than the H Vapor Thrust, so adjust combo timing appropriately.

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

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

H, Ground
  • Ky's actual meterless reversal.
  • Some combos may need the S Version and others the H one. Experiment.

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

Air
  • 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

Lightning Javelin
Vapor Thrust -> S/H
GGAC Ky LightningJavelin.png
S version wallsticks, H version wallbounces
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
S
  • S version blows the opponent down and away.
  • Causes wallstick and can be used for either combos near the corner or to push the opponent towards the corner from midscreen.
  • FRC Point at 24~26f

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

H
  • 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

Stun Dipper
236K
GGAC Ky StunDipper.png
2nd hit won't combo if you do it too close to the opponent.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • First hit is low, second is mid.
  • Common use for this move is to do a combo that ends in slide then RC, then run up and do c.S > 2H > air combo.
  • Be wary that the 2nd hit does not always combo from the first hit. This is distance dependent. However, if the first hit is a counter hit, the 2nd hit is guaranteed to hit them.
  • FRC point at 24~26f
    • Practice this! It's a great way to force the opponent to deal with a mixup since after this, you can run up throw, run up continue pressure, run up overhead, whatever.
    • A lot of opponents like to burst on this move, but if you FRC it, you can block the burst and punish them!
    • Another kinda gimmicky use is to do slide, FRC into GS for an overhead which which will surprise first time victims, but they'll catch on pretty quickly.

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

Greed Sever
214K
GGAC Ky GreedSever.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • 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)

Lightning Strike
222H when opponent is down
GGAC Ky LightningStrike.png
Trading oki for damage. FRC to get both or combo
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • Can be used to deal damage after knocking down the opponent.
  • This attack can whiff if the attack is inputted too late, in which you are stuck in recovery for quite a while.
  • Normally the damage dealt is minimal due to damage scaling, but it can be used after short combos that end in knockdown to make it worth the sacrifice in oki.
  • FRC Point at 14~16f to keep both or to continue a combo after knockdown.

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


Force Breaks

Lightning Sphere
CSE -> 4D
GGAC Ky Orb.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • A great attack that must be FDed in the air and leads to great damage.

Combos

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

Defense

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

Corner Lockdown

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

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

Charge Drive
Ligtning Sphere -> 46D
GGAC Ky ChargeDrive.png
Low-commitment Rising Force
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • Technically an overdrive. Wallsticks in the corner.

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

Stun Rays
j.214D
GGAC Ky jD.png
Looks just like j.D, but has a lot of special properties.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • A version of Ky's j.D that lasts a long time and remains active even if Ky gets hit. This attack must be FDed in the air.

Zoning

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

Okizeme

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

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

FB Greed Sever
214D
GGAC Ky GreedSever.png
Invincible to lows.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • This version does decent damage by itself, but it's main utility is that it is invincible to low attacks during some of the startup.
  • Ground bounces on CH for followup combos. Otherwise immediately knocks them down after which you can Lightning Strike FRC to combo if you wish to spend the meter.

Additional Frame Data Initial prorate 80%. Knocks down opponent on air hit (untechable for 44F). Ground bounces opponent on CH (untechable for 43F, tested on Sol). Ky is airborne from 5~20F. Ky is in CH state during move. Fully invincible 1~4F


Overdrives

Ride the Lightning
632146H air OK
GGAC Ky RTL.png
Flash before my eyes, now it's time to die
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground
  • The ground one can be used a a wakeup reversal
Air
  • The aerial version can be used in combos if done as a low air juggle.
    • Overall, these attacks as not used much.
  • (Both versions): FRC Point at 53~56f (First frames of Recovery) allows Ky to do combos, although you are using 75% meter.

Additional Frame Data Fully invincible 1~14F. Throw invincible 15~19F. Floats opponent on hit (untechable for 36F). Ky is in CH state during move. Hitstop 6F. Dizzy modifier x0

Sacred Edge
236236P
GGAC Ky SacredEdge.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • Can be used in combos after sweep and while it is +13 on block, it's most likely more meter-effecient to use Lightning Sphere for that purpose.
  • FRC Point at 13~14 for added safety or being more plus on block (sounds cool on paper but it's still 75% Meter.)

Semi-Unblockable Glitch

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

Additional Frame Data Untechable for 30F. Hitstop 0F


Instant Kill

Rising Force
in IK Mode: 236236H
GGAC Ky IK.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • Ky's Instant Kill is actually pretty fast and far-reaching. This makes it useful if you are able to Bear Stun the opponent or if you are fighting ABA and can force her to transform out of Moroha Mode via knockdowns.

Additional Frame Data IK mode activation: 46F


Notable Players

Name (English/Japanese) Color Location Common
Venues
Contact Status Notes Example Play
Machaboo enter Japan Mikado - Retired to SFV Extremely strong all around player.
If you don't know who this is, you're gonna learn.
Link
Ain enter Japan Mikado - Retired to Xrd Aggressive, strong Ky player Link
Rozu enter Japan Mikado - Retired to Xrd -

External References

Navigation

To edit frame data, edit values in GGACR/Ky Kiske/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.