GGACR/Ky Kiske/EX: Difference between revisions

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======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{CharaOverview
{{CharaOverview
|overview= Ky Kiske is a balanced, straightforward character with a tool for every range and situation.
|overview= Ky largely maintains his archetype as a balanced all rounder with a strong wakeup game thanks to his Charged Stun Edge and 3...er, 6H, but with his EX version, his midrange presence was lessened in favor of strengthening his mixup options. Crescent Slash is an overhead attack that may not have the range or combo utility of Greed Sever, but more than makes up for it by being much harder to see and still granting a solid combo from a hit, while his Elegant Slash is a command grab that pops the opponent up for a meterless combo, unlike his normal throw wich needs to be Roman Canceled. In addition, Grand Vapor Thrust is much more reliable at converting ground hits into knockdowns than Stun Dipper, which could fail if the opponent was a little too close.


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, long {{clr|3|f.S}} to harass his foes, and rounds out his neutral game with {{clr|3|2S}}, {{clr|4|5H}}, {{clr|2|2K}}, and {{clr|5|2D}}. Experienced Ky players can cancel into [[{{PAGENAME}}#Stun_Dipper|Stun Dipper]] to secure knockdowns from afar. Frustrated opponents that jump at Ky will find themselves dealing with his above-the-knees invulnerable {{clr|1|6P}} and very tall {{clr|4|2H}}.  When Ky is farther from the opponent he can use Stun Edges to harass, either covering his approach or playing keep away.
If you’re looking for a dirtier, less honest take on Ky’s usual playstyle, EX Ky may be for you.


After getting a knockdown, Ky safely sets up [[Okizeme|okizeme]] using [[{{PAGENAME}}#Charged_Stun_Edge|Charged Stun Edge]], {{clr|4|3H}} or {{clr|5|j.D}}, then applies strong [[blockstring]] pressure, lacing together low attacks, [[Frame Trap|frame traps]], [[GGACR/Offense#Throws|throws]], and pressure resets with {{clr|4|6H}}, {{clr|2|6K}}, and powerful [[{{PAGENAME}}#Force_Breaks|Force Break]]s (FBs) to wear the enemy down.
To turn the tide, Ky can use Stun Dipper to slide under attacks and score knockdowns, utilize his overhead [[{{PAGENAME}}#Greed_Sever|Greed Sever]], or gamble with his [[Reversal|reversal]], [[{{PAGENAME}}#Vapor_Thrust|Vapor Thrust]]. Ky can rapidly switch between keeping the opponent away and applying pressure.
Ky's balanced moveset has a tool for every situation, although he lacks specialization in any one role and can be locked out by specialist characters.  While some are quick to assume Ky is a painfully basic character, he has many tricks in his arsenal that round out his game plan.
|lore=  A former captain of the Sacred Order of Holy Knights.<br>
|lore=  A former captain of the Sacred Order of Holy Knights.<br>
Ky's zeal and sincerity make him a valuable asset to his allies, and a target for his enemies.<br>
Ky's zeal and sincerity make him a valuable asset to his allies, and a target for his enemies.<br>
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Ky must balance his duties with the safety of his friends and family.
Ky must balance his duties with the safety of his friends and family.
|voice_actor= Takeshi Kusao
|voice_actor= Takeshi Kusao
|summary= is a balanced, straightforward character with a tool for every range and situation.  
|summary= is the resident "shoto" of ''Guilty Gear'', with a balanced toolkit and answers for almost every situation.  
|pros=
|pros=
* '''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.
* '''Better Reversal''': Vapor Thrust has been given some extra horizontal range early in the animation, making it actually a little useful on wakeup
* '''High Mix Pressure''': Open [[GGACR/Movement#Cancels|gatling]] table and a suite of versatile normals allows for variable blockstring pressure to keep opponents guessing and crank up their [[GGACR/Damage#Guard_Gauge|Guard Gauge]].
* '''New Mixup''': Hard to see overheads and a command grab gives Ky more ways to add threats to his blockstrings
* '''Tricky With Meter''': Ky's [[GGACR/Movement#Roman_Cancel|FRCs]]  and FBs are versatile, with them he can establish pressure, create combos, enhance mix ups, make himself safe, and more.
* '''FB Lightning Strike''': Very good counter zoning tool for times where the opponent can’t be dealt with by stun edge
* '''All Rounder''': Tools for every situation, including two strong anti-airs, a fast jab in {{clr|1|2P}}, and two reversals.
* '''Knockdown From Anything''': Can secure a knockdown from nearly any situation, mostly thanks to Javelin.
* '''Strong Setups''': {{clr|4|3H}}, {{clr|5|236D}}, {{clr|5|j.236D}}, {{clr|5|j.D}}, {{clr|5|j.214D}}, {{clr|2|5K}} and {{clr|3|j.S}} all combine to give Ky superb options for okizeme.
|cons=
|cons=
* '''Linear At Range''': Ky's versatility is outclassed by most other projectile characters and characters with long range pokes.
* '''No Stun Dipper''': Can’t reliably low profile his way through offense
* '''Limited Second Chance Pressure''': Pressure extensions are limited and either require meter or end your turn and put you on the defensive.
* '''Worse Greed Sever''': It’s extremely slow and telegraphed, and useless in combos.
* '''Low Base 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.
}}
}}
{{FP Box|header=Guilty Bits Character Intro
{{FP Box|header=Guilty Bits Character Intro
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Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Ky-EX_5H-Hitbox.png|
</gallery>
</gallery>
</tabber>
</tabber>
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|}
|}
==== ====
==== ====
 
His 5H from GGX. Despite appearances, it can't be used for anti-airing, but is an otherwise nice, fast, long-reaching hit that leaves you with advantage on block. Go into Stun Edge if you want some pressure extension, or Grand Vapor Thrust for damage conversions.


<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}''
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}''
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|}
|}
==== ====
==== ====
A slow attack used to extend blockstrings and combos. Often canceled into from c.S. On hit, you can [[GGACR/Ky Kiske/Combos#6K Link | link a {{clr|1|2P}} or {{clr|2|2K}} for an extended combo.]] On block, you're at advantage. It's a vital normal to get Ky closer to the opponent for Lightning Sphere and Stun Edge FRC combos. Also used to knock airborne opponents down, mostly in corner S Javelin combos.
Slower than his normal version, but causes ground slide on hit that can be converted into damage in the corner.
*Moves Ky forward.
*Moves Ky forward.
*0 on [[GGACR/Defense#Instant Block (IB)| IB]].
*0 on [[GGACR/Defense#Instant Block (IB)| IB]].
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{{FrameDataHeader-GGACR}}
{{FrameDataHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|3H}}
{{#lst:{{PAGENAME}}/Data|6H}}
|}
|}
==== ====
==== ====
A powerful attack for okizeme when you have enough time to use it. Ky's slowest grounded normal other than {{clr|5|5D}}, in exchange for being ultra plus on block and [[Option Select|option selecting]] most reversals when timed correctly.
A powerful attack for okizeme when you have enough time to use it. Ky's slowest grounded normal other than {{clr|5|5D}}, in exchange for being ultra plus on block and [[Option Select|option selecting]] most reversals when timed correctly.


The Option Select works because 6H's recovery is extremely fast (only 3 frames). If you use it at the correct okizeme timing, you can hit the opponent with the last couple of active frames if they blocked, and recover in time to block if they did an invulnerable attack. This technique becomes more difficult the faster the opponent's reversal is, since the safe window shrinks. For example, against Robo Ky it's a 1f window to correctly bait his Level 2/3 DP and have the second hit of 6H connect, because it has only 3f of startup. Against Ky you have a much larger window due to his Vapor Thrust having 11f of startup.
The Option Select works because 3H's recovery is extremely fast (only 3 frames). If you use it at the correct okizeme timing, you can hit the opponent with the last couple of active frames if they blocked, and recover in time to block if they did an invulnerable attack. This technique becomes more difficult the faster the opponent's reversal is, since the safe window shrinks. For example, against Robo Ky it's a 1f window to correctly bait his Level 2/3 DP and have the second hit of 3H connect, because it has only 3f of startup. Against Ky you have a much larger window due to his Vapor Thrust having 11f of startup.


*Hits 2 times.
*Hits 2 times.
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|}
|}
==== ====
==== ====
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.
EX Ky's most obvious improvement over his normal counterpart is here. This move starts up a little bit faster and has the attack able to hit the opponent if they are next to Ky. It's very similar to Volcanic Viper in function. This helps elevate it from a primarily combo tool with an occasional reversal use, to an actually reliable (is somewhat still overly vertical) reversal.
----
*{{clr|3|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 {{clr|4|H}} Vapor Thrust.


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


----
----
*{{clr|4|H}} version's invul extends into active frames, which means it's Ky's actual reversal.
*{{clr|4|H}} version's invul extends into active frames, so it's strictly better to use if you're getting jumped at.
*Launches the opponent lower than S version
*Launches the opponent lower than S version


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


----
----
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</div>
</div>


===<big>Slash Through</big>===
===<big>Strike Through</big>===
<span class="input-badge">'''Vapor Thrust/Grand Vapor Thrust -> {{clr|2|214K}}'''</span>
<span class="input-badge">'''Vapor Thrust/Grand Vapor Thrust -> {{clr|2|214K}}'''</span>
<div class="attack-container">
<div class="attack-container">
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<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Ky-EX_SlashThrough.png|
GGAC_Ky-EX_SlashThrough.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR|version=yes}}
|-
{{AttackVersion|name={{clr|2|214K}}}}
{{#lst:{{PAGENAME}}/Data|623S/H 214K}}
|}
==== ====
A quick whack with the sword before both Ky and his opponent fall down. This move has  a lot of untechable time, which can lead into solid okizeme, but if the opponent is too high, they can tech out of it.
</div>
</div>
===<big>Needle Spike</big>===
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Ky-EX_NeedleSpike.png|2nd hit won't combo if you do it too close to the opponent.
</gallery>
</gallery>
|-|
|-|
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{{FrameDataHeader-GGACR}}
{{FrameDataHeader-GGACR}}
|-
|-
{{AttackVersion|name={{clr|3|S}}}}
{{#lst:{{PAGENAME}}/Data|236K}}
{{#lst:{{PAGENAME}}/Data|623H 214K}}
|-
{{#lst:{{PAGENAME}}/Data|j.236K}}
|}
|}
==== ====
==== ====
A follow-up to Vapor Thrust, primarily used for combos. Can also be used as a last ditch attempt to avoid being DP punished.
A sword slash that floats followed by a divekick that knocks down. The kick part is an overhead, but since it's telegraphed by the first hit, it's more of a close ranged combo ender into fireball oki.
----
----
The aerial version just does the kick, before Ky falls straight down. Can be used to change your air momentum, but if you tiger knee the input, it becomes a fast, difficult to react to overhead. Not a lot of reward, but does lead into knockdown and lets you start your offense back up.
</div>
</div>
===<big>Greed Sever</big>===
<span class="input-badge">'''{{clr|2|236[K]}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Ky-EX_GreedSever.png|Good for opponents who are actually asleep
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">


</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|236[K]}}
|}
==== ====
Uses the first hit of Needle Spike and the actual Greed Sever part takes years to happen. You would likely to have to be asleep to be hit by this raw.
</div>
</div>


'''Additional Frame Data:''' ''
===<big>Crescent Slash</big>===
<span class="input-badge">'''{{clr|2|214K}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Ky-EX_CrescentSlash.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">


</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|214K}}
|}
==== ====
Another glorious return from GGX, this rising overhead is fast, low crushes, is silent during startup, and leads into an air combo.
</div>
</div>
</div>
</div>
<br style="clear:both;"/>


===<big>Needle Spike</big>===
===<big>Grand Vapor Thrust</big>===
<span class="input-badge">'''{{clr|2|236K}}(Air Ok)'''</span>
<span class="input-badge">'''{{clr|3|214S}} '''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Ky-EX_NeedleSpike.png|
GGAC_Ky-EX_GrandVaporThrust.png|
</gallery>
</gallery>
|-|
|-|
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{{FrameDataHeader-GGACR}}
{{FrameDataHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|236K}}
{{#lst:{{PAGENAME}}/Data|214S}}
|}
|}
==== ====
==== ====
 
Ky slides along the ground and swings his sord, before rising into a Vapor Thrust. Very useful for converting your ground strings thanks to it's FRC. The first hit can pass through the opponent, but the move comes out too fast to be a crossup, so no cheap mixups for you young man.
'''Additional Frame Data'''  
</div>
</div>
</div>
</div>
<br style="clear:both;"/>


===<big>Greed Sever</big>===
===<big>Elegant Slash</big>===
<span class="input-badge">'''{{clr|2|214[K]}}'''</span>
<span class="input-badge">'''{{clr|1|623P}} '''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Ky-EX_GreedSever.png|<s>UNBLOCKABLE</s> Low crush<br/>(bless GGPO)
GGAC_Ky-EX_ElegantSlash.png|Civilized Throw
</gallery>
</gallery>
|-|
|-|
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{{FrameDataHeader-GGACR}}
{{FrameDataHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|214K}}
{{#lst:{{PAGENAME}}/Data|623P}}
|}
|}
==== ====
==== ====
A large overhead that ground bounces the opponent on hit, useful for much more than just high low mixup. Though it's an okay mixup tool, it really shines when you use it early at a safe spacing to catch jumps, lows, air dashes and other neutral options. It's also good for beating answers to Ky's pressure that aren't fuzzy block or simply blocking, especially if they're trying to poke out of your pressure.
Quick fast command throw that leads into a small air combo similar to Crescent Slash. This turns Ky's tick throw game into something especially scary, since he doesn't need to rely on an FRC to get conversions
*Though it starts up fast (18f), it doesn't hit crouching opponents until later (roughly frame 24, earlier on larger characters).
*Loud and obvious visual/audio cue, so it's harder to hit than its startup implies.
*Can hop over low hitting moves and even low projectiles like Sol's Gunflame.
*Crosses up if done at point-blank range.
*On CH, it floats opponents higher and is completely untechable, opening up more combo routes.
*Often made safe with RC > 2P
'''Additional Frame Data''' ''85% initial proration. 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 medium sized crouching opponent is 24F (tested on Sol), startup to hit a large sized opponent is 21f (tested on Potemkin).''
</div>
</div>
</div>
</div>
<br style="clear:both;"/>


==Force Breaks==
==Force Breaks==
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</div>
</div>
</div>
</div>
===<big>FB Greed Sever</big>===
===<big>Lightning Strike</big>===
<span class="input-badge">'''{{clr|5|214D}}'''</span>
<span class="input-badge">'''{{clr|5|222D}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGACR_Ky_214D.png|The real low crush
GGAC_Ky_LightningStrike.png|Holy shit guys, we solved the Justice matchup
</gallery>
</gallery>
|-|
|-|
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{{FrameDataHeader-GGACR}}
{{FrameDataHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|214D}}
{{#lst:{{PAGENAME}}/Data|222D}}
|}
|}
==== ====
==== ====
A version of 214K with low invul and a bit of startup invul.
Like the one from his normal version, but can be used at any time and while the opponent is anywhere on screen, including midair.  
 
Useful for punishing lows, discouraging movement, or as a gimmicky reversal option. On hit, combo into 222H, and optionally FRC to squeeze more damage out of the combo. Launches on Counter Hit for a combo, but it can be hit-or-miss which attacks it will counter hit. As a reversal option, it's great for beating moves that option select 623H, since these are typically lows.
 
'''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''
</div>
</div>
</div>
</div>
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Ky_RTL.png|'''Flash before my eyes, now it's time to die'''
GGAC_Ky_RTL.png|'''Lies, you don't ride it'''
</gallery>
</gallery>
|-|
|-|
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|}
|}
==== ====
==== ====
An expensive reversal and combo tool that has limited uses. It starts up exactly as fast as 623H, so it's a bit slow, but it moves horizontally rather than vertically so it will beat many options that are used to beat 623H. If [[Tiger Knee|TK'd]], this move can be used in combos against airborne opponents.
This version is a stationary projectile that wallbounces on hit. Theoretically more useful in combos than the normal version, but that isn't saying very much. Very hard to argue with a reversal super that will guarantee to catch opponents not blocking before the super flash however.
*Invulnerable only through the startup and bit into the actual attack, will not move through projectiles.
*The aerial version can be used in combos if done as a low air juggle.
*FRC is good for staying safe on block or starting combos, but this is an expensive tactic at 75 meter + tension cooldown.
'''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''
</div>
</div>
</div>
</div>


===<big>Sacred Edge</big>===
===<big>Sacred Edge</big>===
<span class="input-badge">'''{{clr|1|236236P}}'''</span>
<span class="input-badge">'''{{clr|1|632146P}} (Air OK)'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{FrameDataHeader-GGACR|version=yes}}
|-
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|632146P}}
|-
|-
{{#lst:{{PAGENAME}}/Data|236236P}}
{{AttackVersion|name=Aerial}}
{{#lst:{{PAGENAME}}/Data|632146P}}
|}
|}
==== ====
==== ====
Usually used to add damage to combos. A common route is to use it after {{clr|5|2D}}. It's very plus on block which can allow you to reset pressure, but the meter cost is significant.
Same animation as the normal version, but the projectile lingers a bit before going forward, making it pretty worthless in neutral compared to before. Also there is now an air version.
*While it is +13 on block, it's more meter efficient to use Lightning Sphere or Stun Edge FRC to reset pressure.
*2D > 236236P is a bit character and distance specific, it isn't a totally stable combo.
*On some characters and distances, you can link 6H after 236P236P.
*FRC point at 13~14f.
 
'''Semi-Unblockable Glitch'''
*Perform a Charged Stun Edge > FRC > Sacred Edge. The CSE will continue to go forward during SE's super flash. If the opponent is not blocking pre-superflash, the CSE will hit them (assuming they are within range). This trick is rarely used.
'''Additional Frame Data''' ''Untechable for 30F. Hitstop 0F''
</div>
</div>
</div>
</div>
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==Navigation==
==Navigation==
{{#lst:{{PAGENAME}}/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[GGACR/Ky Kiske/EX/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{Navbar-GGACR}}
{{Navbar-GGACR}}

Revision as of 08:43, 9 October 2021

Overview

Template:CharaOverview

Guilty Bits Character Intro

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 versatile attack that's usually the midway point in a gatling string. By the time you use this in a string you can hit confirm and combo, or cancel into a jump, or another normal on block. c.S is also used a lot in combos or as a punish starter due to its speed and many cancel options.

  • Lots of options on hit or block.
  • Hits really high up, so it works as an anti-air.
  • Preferred normal to throw option select with.
  • Preferred normal to Jump Install in specific combos.
  • Long hitstun on CH, enough to combo into 3H.
  • Often used to frame trap due to its high reward on CH.


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

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 good combo starter on Counter Hit. This is generally used instead of 2H when you're specifically reacting to a deep jump in, since it is fast and has invul. Often cancelled into c.S for safety in the event of a clash or to hit confirm.

  • Upper body invulnerable early in the animation, then above-knees invulnerable for the rest.
  • Its invul can be used to beat some defensive options, such as DAA, or Vapor Thrust.
  • Floats and blows opponent back a far distance on CH.
  • Often used as a frame trap due to high reward on CH.
  • Sometimes used to start 6H loops on CH from very close hits.

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

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 powerful attack for okizeme when you have enough time to use it. Ky's slowest grounded normal other than 5D, in exchange for being ultra plus on block and option selecting most reversals when timed correctly.

The Option Select works because 3H's recovery is extremely fast (only 3 frames). If you use it at the correct okizeme timing, you can hit the opponent with the last couple of active frames if they blocked, and recover in time to block if they did an invulnerable attack. This technique becomes more difficult the faster the opponent's reversal is, since the safe window shrinks. For example, against Robo Ky it's a 1f window to correctly bait his Level 2/3 DP and have the second hit of 3H connect, because it has only 3f of startup. Against Ky you have a much larger window due to his Vapor Thrust having 11f of startup.

  • Hits 2 times.
  • Forces opponent into crouching state on hit.
  • Heavily increases Guard Gauge.
  • The 2nd hit is a common target for SB. Though this will negate Ky's absurd frame advantage, he is still safe.

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, launching on hit and even higher on counterhit. It's often used for okizeme to encourage the opponent to block, and in tricky crossup mixups after a solid knockdown. It can also be used in neutral to cover yourself from both air and grounded approaches, or be chained into from j.P and j.K to set up mixups, but it can be risky to use in these ways due to its long startup and high amount of landing recovery.

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

  • Stops Ky's air momentum on use.
  • Remains even if Ky blocks, but disappears if Ky is hit.
  • Hard to hit short characters like Zappa and Faust.

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. Is a projectile. If j.D makes contact with another projectile, j.D's hitbox immediately disappears. Cannot perform a second j.D until first j.D disappears.


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 in combos where the S version doesn't work.

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

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

Charged Stun Edge

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

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

Air Stun Edge

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, just after the projectile begins to fly. Slightly later than H version.
    • FRC restores air options.

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


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

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

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


Air Charged Stun Edge

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


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

Vapor Thrust

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
Ground S
Ground H
Air

EX Ky's most obvious improvement over his normal counterpart is here. This move starts up a little bit faster and has the attack able to hit the opponent if they are next to Ky. It's very similar to Volcanic Viper in function. This helps elevate it from a primarily combo tool with an occasional reversal use, to an actually reliable (is somewhat still overly vertical) reversal.

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


  • H version's invul extends into active frames, so it's strictly better to use if you're getting jumped at.
  • Launches the opponent lower than S version

Additional Frame Data: Fully invincible 1~10F. Strike invincible 11~15F. Ky is airborne from 11F onwards. Initial prorate 80%.


  • Air version mostly sees use as a combo filler.

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

Strike Through

Vapor Thrust/Grand Vapor Thrust -> 214K

Needle Spike

236K (Air OK)

Greed Sever

236[K]

Crescent Slash

214K


Grand Vapor Thrust

214S


Elegant Slash

623P


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 powerful attack that's performed during the startup of 236D. Great in neutral for suddenly filling the space in front of you, in blockstrings for resetting pressure, and in high damage combos. Commonly used after 6k to confirm into a combo or reset pressure. Often you can catch an opponent reacting to the startup of 236D and attempting to jump over it with this attack.

  • Vacuums opponent.
  • Must be blocked with FD in the air.
  • Can be cancelled into Charge Drive.

Additional Frame Data 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

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

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

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

Lightning Strike

222D


Overdrives

Ride the Lightning

632146H (Air OK)

Sacred Edge

632146P (Air OK)


Instant Kill

Rising Force

During IK Mode: 236236H


Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

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


External References

Navigation

To edit frame data, edit values in GGACR/Ky Kiske/EX/Data.