GGACR/Ky Kiske/Frame Data

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System Data

GGACR Ky Kiske Icon.png Ky Kiske Damage Received Mod. Guts Rating Guard Balance Guard Recovery Stun Resistance
GGACR Ky Kiske Portrait.png ×1.03 2 ×1.0 1/5F 60
Backdash Duration Backdash Invulnerability Face Up Wakeup Face Down Wakeup Gravity Modifier
16 1~9F 23F 21F ×1.0
Walk Forwards Tension Gain Jump Forwards Tension Gain Air Dash Forwards Tension Gain Run Tension Gain Prejump
12 10 25 25 3
Jump Duration Jump vY Jump Gravity Forwards Jump vX Backwards Jump vX
38 20 1.1 5 5
Backdash vX High Jump Duration High Jump vY High Jump Gravity Forwards High Jump vX Backwards High Jump vX
9 47 25 1.1 8 8
Air Dash Backwards Startup Forward Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Friction
6F 3.75 2.85 8.96 0.37 100
Air Dash Startup Air Dash Forwards Duration Air Dash Forwards Speed Air Dash Backwards Speed Air Dash Backwards Duration Minimum Rising Air Dash Height
7F 20 18 14 12 60
Landing Recovery Number Of Air Dashes Number Of Jumps Ground Throw Range Air Throw Range c.S Proximity Range
5F 1 2 43 88 220
Special Forwards Dash Unique Movement Options


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
5P
5K
  • Initial prorate 80%
c.S
f.S
5H
  • Staggers opponent on ground CH (max 47F)
6P
  • 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
  • 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

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 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
  • 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

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 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 followup (Lightning Sphere) from 9~27F
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
  • 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
  • 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
  • Strike invincible 1~10F
  • Floats opponent on hit (untechable for 45F)
  • Can cancel into Rising Javelin from 15~33F
S Lightning Javelin
VT > 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
VT > H
  • Wallbounces opponent on hit (untechable for 65F)
  • FRC timing 27~29F
  • Ky is in CH state until landing
Stun Dipper
236K
  • Low profile 5~21F
  • 2nd hit knocks down opponent on hit
  • FRC timing 24~26F
Greed Sever
214K
  • 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
  • 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

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
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
  • Fully invincible 1~4F
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

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
Ride the Lightning
632146H
  • 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
  • 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
  • Untechable for 30F
  • Hitstop 0F
  • FRC timing 13~14F

Instant Kill

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
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. 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.