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System Data
Normals
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 | ||||
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5P | ||||||||||
5K | ||||||||||
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c.S | ||||||||||
f.S | ||||||||||
5H | ||||||||||
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6P | ||||||||||
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6K | ||||||||||
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6H | ||||||||||
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3H | ||||||||||
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5D | ||||||||||
2P | ||||||||||
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2K | ||||||||||
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2S | ||||||||||
2H | ||||||||||
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2D | ||||||||||
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j.P | ||||||||||
j.K | ||||||||||
j.S | ||||||||||
j.H | ||||||||||
j.D | ||||||||||
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Universal Mechanics
Specials
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 | ||||
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S Stun Edge 236S | ||||||||||
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H Stun Edge 236H | ||||||||||
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Charged Stun Edge 236D | ||||||||||
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Air S Stun Edge j.236S | ||||||||||
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Air H Stun Edge j.236H | ||||||||||
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Air Charged Stun Edge j.236D | ||||||||||
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S Vapor Thrust 623S | ||||||||||
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H Vapor Thrust 623H | ||||||||||
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Air Vapor Thrust j.623S/H | ||||||||||
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S Lightning Javelin VT > S | ||||||||||
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H Lightning Javelin VT > H | ||||||||||
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Stun Dipper 236K | ||||||||||
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Greed Sever 214K | ||||||||||
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Lightning Strike 222H | ||||||||||
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Force Breaks
Overdrives
Instant Kill
Gatling Table
P | K | S | H | D | Cancel | |
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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 |
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)
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.- A.B.A [★]
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