GGACR/Ky Kiske/Frame Data

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< GGACR‎ | Ky Kiske
Revision as of 22:16, 17 April 2021 by Triplicity (talk | contribs) (→‎Force Breaks: Text clarity)


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.
5PGGAC Ky 5P.png


5KGGAC Ky 5K.png


  • Initial prorate 80%
c.SGGAC Ky cS.png


f.SGGAC Ky fS.png


5HGGAC Ky 5H.png


  • Staggers opponent on ground CH (max 47F)
6PGGAC Ky 6P.png


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


  • Blows away opponent on air hit (untechable 25F)
6HGGAC Ky 6H.png


  • 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


  • Forces opponent into crouching state on ground hit
5DGGAC Ky 5D.png


2PGGAC Ky 2P.png


  • Initial prorate 80%
2KGGAC Ky 2K.png


  • Initial prorate 70%
2SGGAC Ky 2S.png


2HGGAC Ky 2H.png


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


  • Initial prorate 85%
j.PGGAC Ky jP.png


j.KGGAC Ky jK.png


j.SGGAC Ky jS.png


j.HGGAC Ky jH.png


j.DGGAC Ky jD.png


  • 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 ThrowFile:GGAC Ky Ground Throw.png


  • Knocks down opponent on hit
  • Forced prorate 50%
  • FRC timing 59~60F
Air ThrowFile:GGAC Ky Air Throw.png


  • Wallbounces opponent on hit (untechable for 60F)
  • Forced prorate 50%
Dead Angle AttackFile:GGAC Ky Dead Angle Attack.png


  • 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 EdgeGGAC Ky StunEdge.png
236S


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


  • Untechable for 20F
  • Ky is in CH state from 1~24F
  • FRC timing 25~26F
Charged Stun EdgeGGAC Ky CSE.png
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 EdgeGGAC Ky AirStunEdge.png
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 EdgeGGAC Ky AirStunEdge.png
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 EdgeGGAC Ky ACSE.png
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 ThrustGGAC Ky VaporThrust.png
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 ThrustGGAC Ky VaporThrust.png
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 ThrustGGAC Ky VaporThrust.png
j.623S/H


  • 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


  • 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


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


  • 2nd hit knocks down opponent on hit
  • FRC timing 24~26F
Greed SeverGGAC Ky GreedSever.png
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 StrikeGGAC Ky LightningStrike.png
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 SphereGGAC Ky Orb.png
236D > 4D


  • 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


  • Forced prorate 70%
  • Wallsticks opponent on hit (untechable for 80F, sticks for 60F)
FB Greed SeverGGAC Ky GreedSever.png
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 RaysGGAC Ky jD.png
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 LightningGGAC Ky RTL.png
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 LightningGGAC Ky RTL.png
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 EdgeGGAC Ky SacredEdge.png
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 ForceGGAC Ky IK.png
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.