GGACR/Ky Kiske

From Dustloop Wiki
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Matchups   Forums   Videos    
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. Experienced Ky players can cancel into Stun Dipper to secure knockdowns from afar. Frustrated opponents that jump at him will find themselves dealing with his above-the-knees invulnerable 6P and extremely long reaching 2H. When Ky is further away from the opponent he can use Stun Edges to harass them, either covering his approach or playing keep away. After getting a knockdown, Ky safely sets up okizeme using Charged Stun Edge or 3H, then applies strong blockstring pressure by lacing together low attacks, frame traps, throws, and pressure resets with 3H, 6K, and powerful Force Breaks to wear the enemy down.

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

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

Ky's zeal and sincerity make him a valuable asset to his allies, and a target for his enemies.
Now he investigates the Post-War Administration Bureau to bring justice to the corrupt system.
He employs skillful swordplay and a magic blade, Thunderseal, in his fighting style, utilizing techniques that are peerless in strength and skill.

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

 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 blockstring pressure structure to keep opponents guessing and crank up their Guard Balance.
  • Tricky With Meter: Ky's FRCs and FBs are versatile, with them he can establish pressure, create combos, enhance mix ups, make himself safe, and more.
  • All Rounder: Tools for every situation, including two strong anti-airs, a fast jab in 2P, and two reversals.
  • Knockdown From Anything: Lightning Javelin secures a knockdown from nearly anywhere, and 6H > 6K works for low corner combos.
  • Strong Okizeme: 3H, 236D, j.236D, j.D, j.214D, 5K and j.S all combine to give Ky superb options for setting up over the opponent.
  • Linear At Range: Ky's versatility is outclassed by most other projectile characters and characters with long range pokes.
  • Limited Second Chance Pressure: Pressure extensions are limited and either require meter or end your turn and put you on the defensive.
  • Low Damage: Ky's typical combo starters prorate heavily, couple this with an already low overall output and you have a less explosive character than most others.
  • Straightforward To A Fault: Ky's approach is somewhat telegraphed, and easy for more defensive characters to stop; requires acting outside the box.
  • Poor Matchups Against Top Tier: Despite being strong in his own right, Ky is shut out by the stronger characters in +R.
Guilty Bits Character Intro


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

Normals

5P

5K

c.S

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, enough to combo into 3H.
  • Often used in frame traps.


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

f.S

5H

6P

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 on air hit, and 6H on ground hit.

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

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


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

6K

6H

3H

5D

2P

2K

2S

2H

2D

j.P

j.K

j.S

j.H

j.D

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

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

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


Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack


Specials

Stun Edge

236S/H

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
H

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

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

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


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

  • 2F FRC point at 25~26F.

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


Charged Stun Edge

236D

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

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

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

Air Stun Edge

j.236S/H

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
H

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

  • S version goes at about a 30 degree angle.
  • Significant landing recovery.
  • 3F FRC point at 16~18F.
    • FRC restores air options.

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


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

  • H version goes at about a 60 degree angle.
  • Significant landing recovery.
  • 3F FRC point at 14~16F.
    • FRC restores air options.

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

Air Charged Stun Edge

j.236D

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

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

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

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

Vapor Thrust

623S/H (air OK)

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
H, Ground
Air

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


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

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


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

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


  • Air version mostly sees use as a combo filler.

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

Lightning Javelin

Vapor Thrust -> S/H

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
H

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


S version blows the opponent away and downwards.

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

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


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

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

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


Stun Dipper

236K

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

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

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

Greed Sever

214K

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

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

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

Lightning Strike

222H when opponent is knocked down

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

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

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


Force Breaks

Lightning Sphere

Charged Stun Edge -> 4D

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 blocked using Faultless Defense 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 some characters, like A.B.A. and Robo-Ky.

Defense

  • Can work as an anti-rushdown tool because it covers a lot of space. If the opponent blocks, it's +8 and pulls them closer, so you get a chance to change the momentum of the match if you can force your opponents to block it.

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

Lightning Sphere -> 46D

Stun Rays

j.214D

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 blocked in the air using Faultless Defense.

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

FB Greed Sever

214D

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

Force Break Overhead.

  • This version does decent damage by itself, but its main utility is that it is invincible to low attacks at the very beginning of its startup.
  • Ground bounces on CH for follow-up 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)

Sacred Edge

236236P

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

Semi-Unblockable Glitch

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

Additional Frame Data Untechable for 30F. Hitstop 0F


Instant Kill

Rising Force

in IK Mode: 236236H


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 -

NOTE: These tables are still WIP

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.