GGACR/Ky Kiske/Frame Data: Difference between revisions

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*Hitstop 7F
*Hitstop 7F
*FRC timing 31~32F
*FRC timing 31~32F
*Can cancel into followup (Lightning Sphere) from 9~27F
*Can cancel into Lightning Sphere from 9~27F
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*Movement immediately after the FRC affects the position of the projectile (e.g. jumping immediately after FRC pulls projectile up)
{{ColumnList  text=
*Movement immediately after the FRC affects the position of the projectile (e.g. jump immediately after FRC to pull projectile up)
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}}
}}
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*Floats opponent on hit (untechable for 50F)
*Floats opponent on hit (untechable for 50F)
*Initial prorate 80%
*Initial prorate 80%
*Can cancel into Rising Javelin from 16~29F
*Can cancel into Lightning Javelin from 16~29F
}}
}}


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*Floats opponent on hit (untechable for 45F)
*Floats opponent on hit (untechable for 45F)
*Initial prorate 80%
*Initial prorate 80%
*Can cancel into Rising Javelin from 17~31F
*Can cancel into Lightning Javelin from 17~31F
}}
}}


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{{ColumnList |text=
{{ColumnList |text=
*Floats opponent on hit (untechable for 45F)
*Floats opponent on hit (untechable for 45F)
*Can cancel into Rising Javelin from 15~33F
*Can cancel into Lightning Javelin from 15~33F
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=S Lightning Javelin|subtitle=VT > S|rowspan=2}}
{{AttackVersion|name=S Lightning Javelin|subtitle=(Air) Vapor Thrust > S|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623H S}}
{{#lst:{{BASEPAGENAME}}/Data|623H S}}
{{#lst:{{BASEPAGENAME}}/Data|623H S Extra}}
{{#lst:{{BASEPAGENAME}}/Data|623H S Extra}}
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}}
}}
|-
|-
{{AttackVersion|name=H Lightning Javelin|subtitle=VT > H|rowspan=2}}
{{AttackVersion|name=H Lightning Javelin|subtitle=(Air) Vapor Thrust > H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623H H}}
{{#lst:{{BASEPAGENAME}}/Data|623H H}}
{{#lst:{{BASEPAGENAME}}/Data|623H H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|623H H Extra}}
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{{Description|12|text=
{{Description|12|text=
{{ColumnList |text=
{{ColumnList |text=
*Aairborne from 4F onwards
*Airborne from 4F onwards
*Ground bounces opponent on hit (untechable for 40F)
*Ground bounces opponent on hit (untechable for 40F)
*Floats opponent hight and fully untechable on CH
*Floats opponent higher and fully untechable on CH
*Ky is in crouching state during landing recovery
*Ky is in crouching state during landing recovery
*Initial prorate 85%
*Initial prorate 85%

Revision as of 16:56, 6 April 2021


System Data


Normals

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.
5P


5K


  • Initial prorate 80%
c.S


f.S


5H


  • Staggers opponent on ground CH (max 47F)
6P


  • Blows back opponent on CH (untechable for 56F on ground hit, air hit for 28F)
  • Initial prorate 90%
6K


  • Blows away opponent on air hit (untechable 25F)
6H


  • Staggers opponent on ground hit (max 50F)
  • Wall bounces opponent on air hit (untechable for 45F)
  • Blockstun 22F on standing block
  • Attack Level 6
3H


  • Forces opponent into crouching state on ground hit
5D


2P


  • Initial prorate 80%
2K


  • Initial prorate 70%
2S


2H


  • Floats opponent on CH (untechable for 46F)
  • Pulls in opponent on air hit (untechable for 19F)
2D


  • Initial prorate 85%
j.P


j.K


j.S


j.H


j.D


  • 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

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 Throw


  • Knocks down opponent on hit
  • Forced prorate 50%
  • FRC timing 59~60F
Air Throw


  • Wallbounces opponent on hit (untechable for 60F)
  • Forced prorate 50%
Dead Angle Attack


  • Wall bounces opponent on hit (untechable for 28F)
  • Initial prorate 50%

Specials

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 Edge
236S


  • Untechable for 18F
  • Ky is in CH state from 1~21F
  • FRC timing 22~23F
H Stun Edge
236H


  • Untechable for 20F
  • Ky is in CH state from 1~24F
  • FRC timing 25~26F
Charged Stun Edge
236D


  • 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 Edge
j.236S


  • 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


  • 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


  • 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


  • 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 Thrust
623H


  • 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 Thrust
j.623S/H


  • Floats opponent on hit (untechable for 45F)
  • Can cancel into Lightning Javelin from 15~33F
S Lightning Javelin
(Air) Vapor Thrust > S


  • Wallsticks opponent on hit (untechable for 62F, sticks for 32F)
  • FRC timing 24~26F
  • Ky is in CH state until landing
H Lightning Javelin
(Air) Vapor Thrust > H


  • Wallbounces opponent on hit (untechable for 65F)
  • FRC timing 27~29F
  • Ky is in CH state until landing
Stun Dipper
236K


  • 2nd hit knocks down opponent on hit
  • FRC timing 24~26F
Greed Sever
214K


  • 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 Strike
222H


  • 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

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 Sphere
236D > 4D


  • 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


  • Forced prorate 70%
  • Wallsticks opponent on hit (untechable for 80F, sticks for 60F)
FB Greed Sever
214D


  • 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 Rays
j.214D


  • 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

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 Lightning
632146H


  • 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


  • 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


  • Untechable for 30F
  • Hitstop 0F
  • FRC timing 13~14F

Instant Kill

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 Force
During IK Mode: 236236H


  • IK mode activation: 46F

Gatling Table

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

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