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{{InvisibleHeader}}{{NavTabs|game=GGReload|chara=Ky Kiske}} | |||
{| class="wikitable" style="float:right; margin-left: 10px; width:400px" | {| class="wikitable" style="float:right; margin-left: 10px; width:400px" | ||
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:Double Jump, 1 Airdash, Dash Type: Run | :Double Jump, 1 Airdash, Dash Type: Run | ||
<center>'''Colors'''</center> | <center>'''Colors'''</center> | ||
{{GGReloadColors|Character=Ky | {{GGReloadColors|Character=Ky}} | ||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
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Ky performs best at midrange with a variety of useful pokes at his disposal, but he has tools at every range thanks to his Stun Edge projectiles. He uses his fast and long reaching f.S to tame opponents and threaten them with high damage counter hit combos, and rounds out his spacing game with 2S, 5HS, 2K, and 2D. From well spaced pokes, experienced Ky players can cancel into Stun Dipper to secure knockdowns from afar. Frustrated opponents that jump at him will find themselves dealing with his above-the-knees invulnerable 6P and extremely long reaching 2HS. When he finds himself further away from the opponent he can use his Stun Edge projectiles to harass them, either covering his approach or playing keep away. After securing a knockdown, Ky can safely set up okizeme using Charged Stun Edge, then apply his strong pressure game by lacing in low attacks, frame traps, throws, and pressure resets with 6HS and 6K to wear the enemy down. To turn the tide, Ky can use his exceptional Stun Dipper to slide under pokes and projectiles and score knockdowns, utilize his overhead Greed Sever to attempt to catch the opponent slacking on defense, or spend Tension to use his fully invulnerable reversal, Ride The Lightning. He is a character that can rapidly switch between keeping the opponent away and turning on the offensive. His balanced movepool has a tool for every situation, though he lacks specialization in any one role. While some are quick to assume Ky is a painfully basic character, he has many tricks and tools in his arsenal that round out his game plan. | Ky performs best at midrange with a variety of useful pokes at his disposal, but he has tools at every range thanks to his Stun Edge projectiles. He uses his fast and long reaching f.S to tame opponents and threaten them with high damage counter hit combos, and rounds out his spacing game with 2S, 5HS, 2K, and 2D. From well spaced pokes, experienced Ky players can cancel into Stun Dipper to secure knockdowns from afar. Frustrated opponents that jump at him will find themselves dealing with his above-the-knees invulnerable 6P and extremely long reaching 2HS. When he finds himself further away from the opponent he can use his Stun Edge projectiles to harass them, either covering his approach or playing keep away. After securing a knockdown, Ky can safely set up okizeme using Charged Stun Edge, then apply his strong pressure game by lacing in low attacks, frame traps, throws, and pressure resets with 6HS and 6K to wear the enemy down. To turn the tide, Ky can use his exceptional Stun Dipper to slide under pokes and projectiles and score knockdowns, utilize his overhead Greed Sever to attempt to catch the opponent slacking on defense, or spend Tension to use his fully invulnerable reversal, Ride The Lightning. He is a character that can rapidly switch between keeping the opponent away and turning on the offensive. His balanced movepool has a tool for every situation, though he lacks specialization in any one role. While some are quick to assume Ky is a painfully basic character, he has many tricks and tools in his arsenal that round out his game plan. | ||
{ | <div class="center" style="width:auto; margin-left:auto; margin-right:auto;"> | ||
=== Strengths and Weaknesses === | |||
---- | |||
{| | |||
|-style="text-align:left;" | |||
! Strengths !! Weaknesses | |||
|- style="vertical-align:top;text-align:left" | |||
| style="width: 50%;"| | |||
* Strong neutral game; fast, far-reaching normals that yield knockdown and damage. | * Strong neutral game; fast, far-reaching normals that yield knockdown and damage. | ||
* Stun Edge projectiles are useful for zoning. | * Stun Edge projectiles are useful for zoning. | ||
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* Has a tool for every situation, including two strong anti-airs, and two reversal attacks. | * Has a tool for every situation, including two strong anti-airs, and two reversal attacks. | ||
* Very low barrier to entry with focus on fundamentals. | * Very low barrier to entry with focus on fundamentals. | ||
| | | style="width: 50%;"| | ||
* Basic throw/frame trap focused mixup, requiring reads and conditioning to successfully break an opponent's defense consistently. | * Basic throw/frame trap focused mixup, requiring reads and conditioning to successfully break an opponent's defense consistently. | ||
* While he has a tool for every situation, these tools are often outclassed by specialist characters. | * While he has a tool for every situation, these tools are often outclassed by specialist characters. | ||
* Has trouble securing a knockdown after air combos. | * Has trouble securing a knockdown after air combos. | ||
|- | |||
|} | |||
</div> | |||
{{#lst:GGReload/Ky Kiske/Data|Links}} | {{#lst:GGReload/Ky Kiske/Data|Links}} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
6HS is a very strong tool on offense and okizeme because of its high frame advantage (+15) and extremely fast recovery time (2f). When timed correctly it will beat most reversals, with the notable exception of backdash. This means that it's effective as a grounded "safejump", if they block they have to deal with a move that's +15 on block, if they reversal attack they get baited and punished. Because this attack has such short recovery, whiffing a 6HS on oki can be used as a fakeout to try to get an opponent to | 6HS is a very strong tool on offense and okizeme because of its high frame advantage (+15) and extremely fast recovery time (2f). When timed correctly it will beat most reversals, with the notable exception of backdash. This means that it's effective as a grounded "safejump", if they block they have to deal with a move that's +15 on block, if they reversal attack they get baited and punished. Because this attack has such short recovery, whiffing a 6HS on oki can be used as a fakeout to try to get an opponent to backdash, then punish them. In pressure, 6HS can be used to catch passive opponents blocking and trap them in another +15 situation in order to reset your pressure, or to catch mashing and punish for high damage as a frame trap. | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
While Ky's other jumping normals are generally better, j.P is his fastest and least risky airborne attack. j.P is a great way to interrupt opponents approaching you from above when airborne. It's not guaranteed to beat out an opponent's airthrow attempts, since it hits more high up and horizontally than low and vertically. | |||
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{{MoveData | {{MoveData | ||
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{{Description|7|text= | {{Description|7|text= | ||
j.K is very fast and hits very far, making it a great for air-to-air encounters. It's almost just as fast as j.P, and hits much further and a bit higher up, making this a great choice to catch opponents attempting to escape pressure by jumping, or to challenge an opponent from the air that's far away. Not only that, but it is also Ky's main air combo attack, making this the go-to air to air normal for Ky. }} | |||
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{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Ky's standard jump in attack. It's often used for safejumps over a knocked down opponent for okizeme. j.S is important in Ky's air combos due to being jump cancelable and fuzzy guard setups. It also has crossup capabilities. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
j.HS hits very far, as well as slightly below Ky, it's a gigantic swipe that is used to space opponents at the tip, or to cover escapes by using it while backdashing. It can even beat anti-air attacks when positioned properly at max range! j.HS is also used in okizeme, as a safejump right before landing. Its startup frames are also useful when doing empty jump mixups, where you would fake an overhead. | |||
}} | }} | ||
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{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Ky creates an electric cross in the air that stays out for a little bit. Knocks down the opponent on ground hit and disappears if Ky gets hit. This move also freezes Ky in the air as he does the move and the cross doesn't go active until a little bit afterwards, so don't do it haphazardly. Mind the ground recovery of this move | Ky creates an electric cross in the air that stays out for a little bit. Knocks down the opponent on ground hit and disappears if Ky gets hit. This move also freezes Ky in the air as he does the move and the cross doesn't go active until a little bit afterwards, so don't do it haphazardly. Mind the ground recovery of this move; however, if you double jump after doing this, you don't suffer from the ground recovery! j.D can be used for zoning such as by doing it far away from the opponent to stop them from advancing since getting hit by it means you get to do a big damage combo, or for okizeme, like by jumping over a downed opponent, placing a cross, then jumping back from where you started. | ||
Knocks down opponent on CH. Disappears if Ky gets hit. | |||
}} | }} | ||
}} | }} | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Basic ground throw. | Basic ground throw. Knocks down opponent. Forced Prorate 50%. This is the cornerstone of Ky's mixup, thanks to his strong pressure tools, and despite its harsh proration it can lead to some nice combos in the corner if RC'd. | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Throws the opponent behind Ky. Knocks down opponent. Forced Prorate 50%. | |||
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}} | }} | ||
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{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Ky | A standard Dead Angle Attack, using Ky's 6P animation. Wall bounces the opponent, so you may follow it up with a combo given the right conditions. It has moderate startup and recovery, and covers a good amount of space. While always an option, Ky already has access to defensive options with Vapor Thrust or Ride The Lightning, so consider your options before using up your Tension. | ||
1~14 Full invul. 15~32 Throw invul. Wall bounces opponent. Initial Prorate 50%. Ky is in CH state the entire move. | |||
}} | }} | ||
}} | }} | ||
==Specials== | ==Specials== | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Stun Edge is an important yet risky part of Ky's neutral game. It can be used to supplement Ky's spacing midscreen, acting as a longer range but more dangerous f.S since it has significant recovery and will be punished if jumped or airdashed over. It can also be used at long range as a zoning and harassment tool, especially when the opponent is too far away to punish it with an airdash. As it only hits once, Stun Edge is outclassed by multi-hit projectiles, and characters that can quickly create projectiles for zoning. It can also be low profiled by certain moves. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=GGAC_Ky_CSE.png | |image=GGAC_Ky_CSE.png | ||
|name=Charged Stun Edge | |name=Charged Stun Edge | ||
|input= | |input=236H | ||
|data= | |data= | ||
{{AttackDataHeader-GGReload}} | {{AttackDataHeader-GGReload}} | ||
{{!}}- | {{!}}- | ||
{{#lsth:GGReload/Ky Kiske/Data| | {{#lsth:GGReload/Ky Kiske/Data|236H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Charged Stun Edge (CSE) is a powered up version of Ky's Stun Edge. It is larger and slower than the normal variant, and hits three times instead of one. It's mainly used for safe, easy okizeme after a knockdown due to it's considerable startup and recovery, yet large amount of frame advantage (+14). In neutral it has it's uses, especially to attempt to cover an approach. Once it's out, you can instant airdash over it and use j.HS to lock the opponent down or follow behind it on the ground and react to jump out attempts. It's use as a pressure reset is limited and risky, but can catch opponents playing passively and give you another mixup attempt. With YRC, it becomes much easier to use in neutral, and less risky as a pressure reset. There is a [[GGReload/Ky_Kiske/Strategy#Charged Stun Edge FRC glitch|glitch]] involved in FRC'ing this move that allows it to "jump" along with you. | |||
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{{AttackVersion|name=S}} | {{AttackVersion|name=S}} | ||
{{#lsth:GGReload/Ky Kiske/Data|j.236S}} | {{#lsth:GGReload/Ky Kiske/Data|j.236S}} | ||
{{!}}- | |||
{{Description|8|text= | |||
Air fireball. FRC point is right after Ky lands, nullifying recovery.<br> | |||
S version goes at about a 30 degree angle. In neutral it can be used to catch approaching opponents, and to punish anti-air attempts once they've got under you. This is always a risk, but is made slightly more safe with FRC, since you won't have to deal with landing recovery. | |||
Ky is in crouching state during landing recovery. | |||
}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Goes at about a 60 degree angle. Compared to the S version, it is generally TK'd from far away to cover a good portion of the screen and harass the opponent, or to call out an enemy's jump out attempt in pressure where you'd normally use S Air SE. What it does, it does well. | |||
Ky is in crouching state during landing recovery. | |||
}} | }} | ||
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{{MoveData | {{MoveData | ||
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{{AttackDataHeader-GGReload|version=yes}} | {{AttackDataHeader-GGReload|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=S | {{AttackVersion|name=S}} | ||
{{#lsth:GGReload/Ky Kiske/Data|623S}} | {{#lsth:GGReload/Ky Kiske/Data|623S}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=H | {{Description|8|text= | ||
Vapor Thrust (VT) is a poor reversal special that easily whiffs on opponents doing low attacks. If you must perform a reversal DP, use the H version; the S version doesn't have as many invincibility frames. | |||
1~8F Full invul. Floats opponent on hit. | |||
}} | |||
{{!}}- | |||
{{AttackVersion|name=H}} | |||
{{#lsth:GGReload/Ky Kiske/Data|623H}} | {{#lsth:GGReload/Ky Kiske/Data|623H}} | ||
{{!}}- | |||
{{Description|8|text= | |||
While better than the S version, as far as wakeup reversals go, it is still risky is risky; it still loses to low profile and safe jump attacks, so players need to be sure the opponent isn't doing one of those before attempting this. It also starts up slowly in comparison to other reversals. H VT hits on both sides of Ky, making it useful for dealing with crossups (as long as your input isn't crossed up). Ky is not left in Counter Hit or crouching state during the recovery. It's integral in Ky's combos, such as Vapor Thrust loops. It's used to juggle the opponent, secure knockdowns, and end combos. | |||
1~10F Full invul. 11~15 Strike invul. Knocks down opponent on ground hit. Lots of untechable time (unspecified) on air hit. Initial prorate 80%. | |||
}} | |||
{{!}}- | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Has some invincibility frames, but a combo ender at best. | |||
1~10 Full invul. Floats opponent on hit. | |||
}} | }} | ||
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{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Stun Dipper is one of Ky's strongest tools in general. Its upper body invulnerability, very fast startup, and long travel distance make it useful in a wide variety of situations. Stun Dipper can be used to counter an opponent's spacing by sliding right under their attacks, and to confirm knockdowns from combos and pokes spaced at the tip. If you are spaced too close and attempt to confirm into SD, the first hit will connect, but the second hit won't, leaving you wide open for a punish. Experienced players know the general feeling for when SD is spaced correctly or not. At the end of pressure, it's often used as a last ditch attack once the opponent has been pushed far away and is attempting to escape pressure. This is risky without at least 25 Tension to FRC it; Stun Dipper is very unsafe on block. It's also commonly used to escape pressure once a hole opens up in an opponent's offense. | |||
FRC point is right after the first hit ends. 5~18F Low Profile. 2nd hit knocks down opponent. | |||
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{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
As an overhead, Greed Sever (GS) is a bit telegraphed despite it's speed. It's unsafe on block at most ranges, so it's primarily used in combos and as an advanced offensive option. While faster than most dusts, it has a unique animation and loud audio cue that makes it easier to react to. Though it's somewhat lacking as a pure mixup tool, Greed Server begins to shine when used to catch defensive mashing, backdashes, low attacks in neutral, and active and aggressive neutral play. Using Greed Sever when pushed away from an opponent is strong since it will catch air dashing, jumping, and some attacks. If it connects with an opponents block at the tip near the end of the animation it's safe on block. It's typically reserved until 50 Tension is saved up to RC it just in case it's blocked. | |||
4F onwards Foot invul and airborne. Guranteed knockdown from float state on CH. Ky is in crouching state during landing recovery | |||
}} | }} | ||
}} | }} | ||
==Overdrives== | ==Overdrives== | ||
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{{Description|8|text= | {{Description|8|text= | ||
The ground one can be used a | The ground one can be used a poor wakeup reversal, the air one can be used in combos if done as a low air juggle. Overall, these attacks as not used much. | ||
1~14 Full invul. Knocks down opponent on hit. Hitstop 6F. Dizzy modifier x0. In CH state during recovery. | |||
}} | }} | ||
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{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Sacred Edge is used both mid screen and in the corner to add lots of damage to a combo and is an expensive way to keep on the pressure being +13 on block. The FRC Point is right after launching the projectile.<br> | |||
Sacred Edge can be made unblockable through the use of a [[GGReload/Ky_Kiske/Strategy#Semi-Unblockable Glitch|glitch]]. | Sacred Edge can be made unblockable through the use of a [[GGReload/Ky_Kiske/Strategy#Semi-Unblockable Glitch|glitch]]. | ||
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==Instant Kill== | ==Instant Kill== | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Ky's Instant Kill is actually pretty fast and far-reaching. This makes it useful if you are able to Bear Stun the opponent | Ky's Instant Kill is actually pretty fast and far-reaching. This makes it useful if you are able to Bear Stun the opponent. | ||
}} | }} | ||
}} | }} | ||
==Navigation== | ==Navigation== | ||
{{#lsth:GGReload/Ky Kiske/Data|Links}} | {{#lsth:GGReload/Ky Kiske/Data|Links}} | ||
{{Navbar-GGReload}} | {{Navbar-GGReload}} | ||
[[Category:Guilty Gear | [[Category:Guilty Gear|Ky Kiske]] | ||
Latest revision as of 04:13, 24 December 2023
Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
Ky Kiske | |||||||||||||||||||||
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Defense Modifier: x1.03 Guts Rating: 2 Weight: Medium (x1.00) Stun Resistance: 60 Jump Startup: 3F Backdash Time: 16F / Invul: 1~9F Wake-Up (Face Up/Down): 34F / 32F
|
Overview
- Ky Kiske fulfills the role of an approachable and well rounded character.
Ky performs best at midrange with a variety of useful pokes at his disposal, but he has tools at every range thanks to his Stun Edge projectiles. He uses his fast and long reaching f.S to tame opponents and threaten them with high damage counter hit combos, and rounds out his spacing game with 2S, 5HS, 2K, and 2D. From well spaced pokes, experienced Ky players can cancel into Stun Dipper to secure knockdowns from afar. Frustrated opponents that jump at him will find themselves dealing with his above-the-knees invulnerable 6P and extremely long reaching 2HS. When he finds himself further away from the opponent he can use his Stun Edge projectiles to harass them, either covering his approach or playing keep away. After securing a knockdown, Ky can safely set up okizeme using Charged Stun Edge, then apply his strong pressure game by lacing in low attacks, frame traps, throws, and pressure resets with 6HS and 6K to wear the enemy down. To turn the tide, Ky can use his exceptional Stun Dipper to slide under pokes and projectiles and score knockdowns, utilize his overhead Greed Sever to attempt to catch the opponent slacking on defense, or spend Tension to use his fully invulnerable reversal, Ride The Lightning. He is a character that can rapidly switch between keeping the opponent away and turning on the offensive. His balanced movepool has a tool for every situation, though he lacks specialization in any one role. While some are quick to assume Ky is a painfully basic character, he has many tricks and tools in his arsenal that round out his game plan.
Strengths and Weaknesses
Strengths | Weaknesses |
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|
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Normals
5P
5P |
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5K
5K |
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c.S |
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f.S |
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5H |
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6P |
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6K |
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6H |
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5D |
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2P |
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2K |
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2S |
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2H |
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2D |
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j.P |
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j.K |
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j.S |
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j.H |
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j.D |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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Specials
Stun Edge 236S |
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Charged Stun Edge 236H |
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Air Stun Edge j.236S/H |
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Vapor Thrust 623S/H air OK |
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Stun Dipper 236K |
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Greed Sever 214K |
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Overdrives
Ride the Lightning 632146H air OK |
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Sacred Edge 236236P |
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Instant Kill
Rising Force in IK Mode: 236236H |
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