GGACR/Ky Kiske/Frame Data

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System Data[edit]

Defense:x1.03
Guts:2
Weight:Middleweight (x1.0)
Stun Resistance:60
Prejump:3F
Backdash:16F (1~>9F invuln)
Wakeup Time:46F (Face Up) / 49F (Face Down)
Unique Movements:


Normals[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
5PGGAC Ky 5P.png 8 Mid 5 4 6 0 - 3 8 1.44 CSJR 1
5KGGAC Ky 5K.png 12 Low 5 8 7 -5 - 3 8 1.44 SJR 1
  • Initial prorate 80%
c.SGGAC Ky cS.png 28 Mid 7 2 18 -3 - 14 6 3.84 SJR 4
f.SGGAC Ky fS.png 28 Mid 10 6 19 -11 - 10 7 2.64 SR 3
5HGGAC Ky 5H.png 42 Mid 10 6 12 +1 - 20 6 3.84 SR 5
  • Staggers opponent on ground CH (max 47F)
6PGGAC Ky 6P.png 30 Mid 9 5 15 -6 1~6F Upper Body
7~13F Above Knees
10 7 2.64 SR 3
  • Blows back opponent on CH (untechable for 56F on ground hit, air hit for 28F)
  • Initial prorate 90%
6KGGAC Ky 6K.png 36 Mid 17 2 11 +4 - 14 6 3.84 SR 4
  • Blows away opponent on air hit (untechable 25F)
6HGGAC Ky 6H.png 43 Mid 20 4 17 +2 - 20 13 3.84 SJR 5
  • Staggers opponent on ground hit (max 50F)
  • Wall bounces opponent on air hit (untechable for 45F)
  • Blockstun 22F on standing block
  • Attack Level 6
3HGGAC Ky 3H.png 36x2 Mid 23 8, 1 3 +15 - 10x2 - - SJR 5
  • Forces opponent into crouching state on ground hit
5DGGAC Ky 5D.png 15 High 25 4 22 -12 - 8 20 2.64 R 3
2PGGAC Ky 2P.png 8 Mid 4 4 5 +1 - 3 8 1.44 CSR 1
  • Initial prorate 80%
2KGGAC Ky 2K.png 14 Low 5 4 6 0 - 3 8 1.44 SR 1
  • Initial prorate 70%
2SGGAC Ky 2S.png 25 Low 9 2 13 -1 - 8 7 2.64 SR 3
2HGGAC Ky 2H.png 40 Mid 12 4 20 -7 - 14 10 3.84 SJR 4
  • Floats opponent on CH (untechable for 46F)
  • Pulls in opponent on air hit (untechable for 19F)
2DGGAC Ky 2D.png 30 Low 7 12 12 -10 - 8 7 2.64 SJR 3
  • Initial prorate 85%
j.PGGAC Ky jP.png 12 High/Air 6 6 6 - - 3 8 1.44 CSJR 1
j.KGGAC Ky jK.png 16 High/Air 7 8 8 - - 3 9 1.44 SR 1
j.SGGAC Ky jS.png 28 High/Air 7 3 21 - - 8 8 2.64 SJR 3
j.HGGAC Ky jH.png 38 High/Air 13 4 23 - - 8 7 2.64 SR 3
j.DGGAC Ky jD.png 40 all 38 13 Total 25+11L - - 0 11 2.64 - 3
  • 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[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Ground Throw200x200px 60 43 pixels - - - - - - 6, 7 4.00 RF -
  • Knocks down opponent on hit
  • Forced prorate 50%
  • FRC timing 59~60F
Air Throw200x200px 60 88 pixels - - - - - - 6, 7 4.00 - -
  • Wallbounces opponent on hit (untechable for 60F)
  • Forced prorate 50%
Dead Angle Attack200x200px 25 Mid 12 3 24 -13 1~14F All
15~32F Throw
10 7 2.64 R 3
  • Wall bounces opponent on hit (untechable for 28F)
  • Initial prorate 50%

Specials[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
S Stun EdgeGGAC Ky StunEdge.png
236S
40 All 10 - Total 41 -5 - 0 7 2.75/4.80 F 3
  • Untechable for 18F
  • Ky is in CH state from 1~21F
  • FRC timing 22~23F
H Stun EdgeGGAC Ky StunEdge.png
236H
40 All 13 - Total 52 -9 - 0 6 2.75/4.80 F 4
  • Untechable for 20F
  • Ky is in CH state from 1~24F
  • FRC timing 25~26F
Charged Stun EdgeGGAC Ky CSE.png
236D
20 x 3 All 43 49 Total 68 +18 - 0 6 x 3 2.50/2.40x3 F 4
  • Untechable for 20F
  • Hitstop 7F
  • FRC timing 31~32F
  • Can cancel into Lightning Sphere from 9~27F
  • Movement immediately after the FRC affects the position of the projectile (e.g. jumping immediately after FRC pulls projectile up)
Air S Stun EdgeGGAC Ky AirStunEdge.png
j.236S
33 All 15 - Total 59+14L - - 0 7 1.50/2.40 F 3
  • Untechable for 18F
  • Ky is in crouching state during landing recovery
  • FRC timing 16~18F
  • FRCing restores jump options
  • Has a minimum height requirement
Air H Stun EdgeGGAC Ky AirStunEdge.png
j.236H
33 All 13 - Total 56+14L - - 0 6 1.50/2.40 F 4
  • Ky is in crouching state during landing recovery
  • FRC timing 14~16F
  • FRCing restores jump options
  • Has a minimum height requirement
Air Charged Stun EdgeGGAC Ky ACSE.png
j.236D
20 x 3 All 31 - Total 63+14L - - 0 6 x 3 2.50/2.40x3 F 5
  • Untechable for 25F
  • Ky is in crouching state during landing recovery
  • Hitstop 7F
  • FRC timing 21~22F
  • Has a minimum height requirement
S Vapor ThrustGGAC Ky VaporThrust.png
623S
32 Mid 9 3 32+13L -34 1~8F All 10 7 2.50/4.80 R 3
  • 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 Vapor ThrustGGAC Ky VaporThrust.png
623H
36 Mid 11 4 30+13L -33 1~10F All
11~15F Strike
10 10 2.50/4.80 R 3
  • 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 Vapor ThrustGGAC Ky VaporThrust.png
j.623S/H
32 All 11 3 Until L+13 - 1~10F Strike 10 7 2.00/4.80 R 3
  • Floats opponent on hit (untechable for 45F)
  • Can cancel into Lightning Javelin from 15~33F
S Lightning JavelinGGAC Ky LightningJavelin.png
(Air) Vapor Thrust > S
16 All 11 3 Until L+6 - - 20 12 1.00/2.40 R 5
  • Wallsticks opponent on hit (untechable for 62F, sticks for 32F)
  • FRC timing 24~26F
  • Ky is in CH state until landing
H Lightning JavelinGGAC Ky LightningJavelin.png
(Air) Vapor Thrust > H
16 All 11 3 Until L+12 - - 20 12 1.00/2.40 R 5
  • Wallbounces opponent on hit (untechable for 65F)
  • FRC timing 27~29F
  • Ky is in CH state until landing
Stun DipperGGAC Ky StunDipper.png
236K
12, 32 L , HLF 8 14(7)3 26 -15 5~21F Low Profile 11, 10 6, 7 2.00/4.80, 7.20 RF 4, 3
  • 2nd hit knocks down opponent on hit
  • FRC timing 24~26F
Greed SeverGGAC Ky GreedSever.png
214K
30 High/Air 18 15 5 + 11L -14 4~37F Feet 11 18 2.00/6.00 R 4
  • 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
  • Initial prorate 85%
  • Startup to hit a crouching opponent is 21F (tested on Sol)
Lightning StrikeGGAC Ky LightningStrike.png
222H
30 - 14 1 53 - - - 25 2.00/-- F 3
  • Removes OTG status on opponent on hit
  • Ky is in CH state during move
  • Hitstop 0F
  • Can only perform move when opponent is knocked down
  • FRC timing 14~16F

Force Breaks[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Lightning SphereGGAC Ky Orb.png
236D > 4D
24x3 Mid 6 34 4 +8 - 0 6x3 - - 5
  • Pulls in opponent on hit or block
  • Untechable for 25F
  • Hitstop 7F
  • Total length 43F
  • Can cancel into Charge Drive from 30~36F
Charge DriveGGAC Ky ChargeDrive.png
Lightning Sphere > 46D
130 All 7+13 15 35 -31 - 20 6 - R 5
  • Forced prorate 70%
  • Wallsticks opponent on hit (untechable for 80F, sticks for 60F)
FB Greed SeverGGAC Ky GreedSever.png
214D
70 High/Air 22 4 17 -4 1~4F All 11 6 - R 4
  • 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
Stun RaysGGAC Ky jD.png
j.214D
18x2 Mid 45 161 Total: 22F - - 0 7x2 - - 3
  • 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

Overdrives[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Ride the LightningGGAC Ky RTL.png
632146H
36x5 Mid 10+1 42 20 -24 1~14F All
15~19F Throw
10x5 7x5 - RF 3
  • Floats opponent on hit (untechable for 36F)
  • Ky is in CH state during move
  • Hitstop 6F
  • Dizzy modifier x0
  • FRC timing 53~56F
Air Ride the LightningGGAC Ky RTL.png
j.632146H
36x5 All 7+1 42 Until L+3 - 1~14F All
15~19F Throw
10x5 7x5 - RF 3
  • Floats opponent on hit (untechable for 45F)
  • Ky is in CH state during recovery
  • Hitstop 6F
  • Dizzy modifier x0
  • FRC timing 50~53F
Sacred EdgeGGAC Ky SacredEdge.png
236236P
27x5 All 5+3 - Total: 36F +13 - 3x5 6x5 - F 5
  • Untechable for 30F
  • Hitstop 0F
  • FRC timing 13~14F

Instant Kill[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Rising ForceGGAC Ky IK.png
During IK Mode: 236236H
Fatal All 9+8 3 45 -29 - 20 - - - -
  • IK mode activation: 46F

Gatling Table[edit]

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S 5H, 2H, 3H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S 5H, 2H, 3H 5D, 2D Jump, Sp
6P - 6K c.S, f.S, 2S 5H, 2H, 6H, 3H 5D, 2D Sp
5K 6P 6K c.S, f.S, 2S 5H, 2H, 3H 5D, 2D Jump, Sp
2K 6P 6K c.S, f.S, 2S 5H, 2H, 3H 5D, 2D Sp
6K - - - - - Sp
c.S 6P 6K f.S, 2S 5H, 2H, 3H 5D, 2D Jump, Sp
f.S - 6K 2S 3H 5D, 2D Sp
2S - 6K - 5H, 2H, 3H 5D, 2D Sp
5H - 6K - - 5D, 2D Sp
2H - - - - 5D, 2D Jump, Sp
6H - 6K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
3H - - - - - Jump, Sp
5D - - - - - homing jump
2D - - - - - Jump, Sp
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Jump, Sp
j.K j.P - j.S j.H j.D Sp
j.S j.P - - j.H - Jump, Sp
j.H - - - - - Sp
j.D - - - - - -
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation[edit]

Ambox notice.png To edit frame data, edit values in GGACR/Ky Kiske/Data.