GGACR/Ky Kiske/Frame Data

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System Data[edit]

Defense[edit]

x1.03

Guts Rating[edit]

2

Weight[edit]

[100] Medium

Stun Resistance[edit]

60

Prejump[edit]

3f

Backdash[edit]

16f (1~>9f invuln)

Wakeup Time[edit]

46f (Face Up) / 49f (Face Down)

Movement Options[edit]

Double Jump, 1 Airdash, Ground Dash (Run)



Normals[edit]

Version Damage 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. 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. 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. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. 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 betwen 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.
5P 8 1.44 3 8 1 Mid CSJR 5 4 6 0
5K 12 1.44 3 8 1 Low SJR 5 8 7 -5
  • Initial prorate 80%
c.S 28 3.84 14 6 4 Mid SJR 7 2 18 -3
f.S 28 2.64 10 7 3 Mid SR 10 6 19 -11
5H 42 3.84 20 6 5 Mid SR 10 6 12 +1
  • Staggers opponent on ground CH (max 47F)
6P 30 2.64 10 7 3 Mid SR 9 5 15 -6
  • Upper body invincible 1~6F
  • Above knees invincible 7~13F
  • Blows back opponent on CH (untechable for 56F on ground hit, air hit for 28F)
  • Initial prorate 90%
6K 36 3.84 14 6 4 Mid SR 17 2 11 +4
  • Blows away opponent on air hit (untechable 25F)
6H 43 3.84 20 13 5 Mid SJR 20 4 17 +2
  • Staggers opponent on ground hit (max 50F)
  • Wall bounces opponent on air hit (untechable for 45F)
  • Blockstun 22F on standing block
3H 36x2 - 10x2 - 5 Mid SJR 23 8, 1 3 +15
  • Forces opponent into crouching state on ground hit
5D 15 2.64 8 20 3 High R 25 4 22 -12
2P 8 1.44 3 8 1 Mid CSR 4 4 5 +1
  • Initial prorate 80%
2K 14 1.44 3 8 1 Low SR 5 4 6 0
  • Initial prorate 70%
2S 25 2.64 8 7 3 Low SR 9 2 13 -1
2H 40 3.84 14 10 4 Mid SJR 12 4 20 -7
  • Floats opponent on CH (untechable for 46F)
  • Pulls in opponent on air hit (untechable for 19F)
2D 30 2.64 8 7 3 Low SJR 7 12 12 -10
  • Initial prorate 85%
j.P 12 1.44 3 8 1 High, Air CSJR 6 6 6 -
j.K 16 1.44 3 9 1 High, Air SR 7 8 8 -
j.S 28 2.64 8 8 3 High, Air SJR 7 3 21 -
j.H 38 2.64 8 7 3 High, Air SR 13 4 23 -
j.D 40 2.64 0 11 3 all - 38 13 Total 25+11L -
  • 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]

Version Damage 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. 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. 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. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. 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 betwen 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.
Ground Throw 60 4.00 - 6, 7 - 43 pixels RF - - - -
  • Knocks down opponent on hit
  • Forced prorate 50%
  • FRC timing 59~60F
Air Throw 60 4.00 - 6, 7 - 88 pixels - - - - -
  • Wallbounces opponent on hit (untechable for 60F)
  • Forced prorate 50%
Dead Angle Attack 25 2.64 10 7 3 Mid R 12 3 24 -13
  • Total length of animation: 38F
  • Fully invincible 1~14F
  • Throw invincible 15~32F
  • Wall bounces opponent on hit (untechable for 28F)
  • Initial prorate 50%

Specials[edit]

Version Damage 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. 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. 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. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. 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 betwen 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.
S Stun Edge
236S
40 2.75/4.80 0 7 3 All F 10 - Total 41 -5
  • Untechable for 18F
  • Ky is in CH state from 1~21F
  • FRC timing 22~23F
H Stun Edge
236H
40 2.75/4.80 0 6 4 All F 13 - Total 52 -9
  • Untechable for 20F
  • Ky is in CH state from 1~24F
  • FRC timing 25~26F
Charged Stun Edge
236D
20 x 3 2.50/2.40x3 0 6 x 3 4 All F 43 49 Total 68 +18
  • Untechable for 20F
  • Hitstop 7F
  • FRC timing 31~32F
  • Can cancel into followup (Lightning Sphere) from 9~27F
Air S Stun Edge
j.236S
33 1.50/2.40 0 7 3 All F 15 - Total 59+14L -
  • 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 Edge
j.236H
33 1.50/2.40 0 6 4 All F 13 - Total 56+14L -
  • Ky is in crouching state during landing recovery
  • FRC timing 14~16F
  • FRCing restores jump options
  • Has a minimum height requirement
Air Charged Stun Edge
j.236D
20 x 3 2.50/2.40x3 0 6 x 3 5 All F 31 - Total 63+14L -
  • Untechable for 25F
  • Ky is in crouching state during landing recovery
  • Hitstop 7F
  • FRC timing 21~22F
  • Has a minimum height requirement
S Vapor Thrust
623S
32 2.50/4.80 10 7 3 Mid R 9 3 32+13L -34
  • Fully invincible 1~8F
  • Ky is airborne from 9F onwards
  • Floats opponent on hit (untechable for 50F)
  • Initial prorate 80%
  • Can cancel into Rising Javelin from 16~29F
H Vapor Thrust
623H
36 2.50/4.80 10 10 3 Mid R 11 4 30+13L -33
  • Fully invincible 1~10F
  • Strike invincible 11~15F
  • Ky is airborne from 11F onwards
  • Floats opponent on hit (untechable for 45F)
  • Initial prorate 80%
  • Can cancel into Rising Javelin from 17~31F
Air Vapor Thrust
j.623S/H
32 2.00/4.80 10 7 3 All R 11 3 Until L+13 -
  • Strike invincible 1~10F
  • Floats opponent on hit (untechable for 45F)
  • Can cancel into Rising Javelin from 15~33F
S Lightning Javelin
VT > S
16 1.00/2.40 20 12 5 All R 11 3 Until L+6 -
  • Wallsticks opponent on hit (untechable for 62F, sticks for 32F)
  • FRC timing 24~26F
  • Ky is in CH state until landing
H Lightning Javelin
VT > H
16 1.00/2.40 20 12 5 All R 11 3 Until L+12 -
  • Wallbounces opponent on hit (untechable for 65F)
  • FRC timing 27~29F
  • Ky is in CH state until landing
Stun Dipper
236K
12, 32 2.00/4.80, 7.20 11, 10 6, 7 4, 3 L , HLF RF 8 14(7)3 26 -15
  • Low profile 5~21F
  • 2nd hit knocks down opponent on hit
  • FRC timing 24~26F
Greed Sever
214K
30 2.00/6.00 11 18 4 High, Air R 18 15 5 + 11L -14
  • Foot invincible and airborne from 4F onwards
  • Ground bounces opponent on hit (untechable for 40F)
  • Floats opponent hight and fully untechable on CH
  • Ky is in crouching state during landing recovery
  • Initial prorate 85%
  • Startup to hit a crouching opponent is 21F (tested on Sol)
Lightning Strike
222H
30 2.00/-- - 25 3 - F 14 1 53 -
  • 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]

Version Damage 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. 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. 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. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. 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 betwen 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.
Lightning Sphere
236D > 4D
24x3 - 0 6x3 5 Mid - 6 34 4 +8
  • 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
L. Sphere > 46D
130 - 20 6 5 All R 7+13 15 35 -31
  • Forced prorate 70%
  • Wallsticks opponent on hit (untechable for 80F, sticks for 60F)
FB Greed Sever
214D
70 - 11 6 4 High, Air R 22 4 21 -8
  • 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
Stun Rays
j.214D
18x2 - 0 7x2 3 Mid - 45 161 Total: 22F -
  • 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]

Version Damage 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. 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. 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. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. 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 betwen 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.
Ride the Lightning
632146H
36x5 - 10x5 7x5 3 Mid RF 10+1 42 20 -24
  • 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
  • FRC timing 53~56F
Air Ride the Lightning
j.632146H
36x5 - 10x5 7x5 3 All RF 7+1 42 Until L+3 -
  • Fully invincible 1~14F
  • Throw invincible 15~19F
  • Floats opponent on hit (untechable for 45F)
  • Ky is in CH state during recovery
  • Hitstop 6F
  • Dizzy modifier x0
  • FRC timing 50~53F
Sacred Edge
236236P
27x5 - 3x5 6x5 5 All F 5+3 - Total: 36F +13
  • Untechable for 30F
  • Hitstop 0F
  • FRC timing 13~14F

Instant Kill[edit]

Version Damage 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. 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. 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. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. 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 betwen 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.
Rising Force
During IK Mode: 236236H
Fatal - 20 - - All - 9+8 3 45 -29
  • 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 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. 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.
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