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| overview = Ky is a versatile character who possesses many moves with good speed and range. His varied move set makes him comfortable at any range, but he excels in mid-ranged neutral. | | overview = Ky is a versatile character who possesses many moves with good speed and range. His varied move set makes him comfortable at any range, but he excels in mid-ranged neutral. | ||
Ky uses his far-reaching {{clr|3|f.S}} and {{clr|3|2S}} to check opponents at | Ky uses his far-reaching {{clr|3|f.S}} and {{clr|3|2S}} to check opponents at mid range, and complements them with his disjointed {{clr|4|5H}} and {{clr|4|6H}}. {{clr|2|5K}} and {{clr|5|2D}} are lows with good range and many active frames. Frustrated foes that approach him carelessly can be intercepted by his strong space control tools and anti-airs. He scores combos and hard knockdowns easily with {{MMC|input=214S|label=[[{{PAGENAME}}#Dire Eclat|Dire Eclat]]}}, even from his fastest buttons. | ||
At longer ranges, Ky can use [[{{PAGENAME}}#Stun Edge|Stun Edge]] projectiles to cover his approach or to play keep-away. When the time is right, he can take more risks by using [[{{PAGENAME}}#Stun Dipper|Stun Dipper]] to slide under pokes or projectiles or [[{{PAGENAME}}#Foudre Arc|Foudre Arc]] to hop over lows. Ky's | At longer ranges, Ky can use {{MMC|input=236S|label=[[{{PAGENAME}}#Stun Edge|Stun Edge]]}} projectiles to cover his approach or to play keep-away. When the time is right, he can take more risks by using {{MMC|input=236K|label=[[{{PAGENAME}}#Stun Dipper|Stun Dipper]]}} to slide under pokes or projectiles or {{MMC|input=214K|label=[[{{PAGENAME}}#Foudre Arc|Foudre Arc]]}} to hop over lows. Ky's defensive moves include a meterless {{keyword|DP}} in {{MMC|input=623H|label=[[{{PAGENAME}}#Vapor Thrust|Vapor Thrust]]}}, which can challenge pressure. Furthermore, Ky reliably scores [[GGST/Gauges#Positive Bonus|Positive Bonus]] with {{MMC|input=632146H|label=[[{{PAGENAME}}#Ride the Lightning|Ride the Lightning]]}}, an Overdrive that is easily incorporated into combos and can wall break from tremendous distances. | ||
He lacks command grabs and overheads besides the universal options, making his basic mix-ups unremarkable. His | He lacks command grabs and overheads besides the universal options, making his basic mix-ups unremarkable. His okizeme mix-ups however, are quite strong! After scoring a knockdown, Ky can safely set up okizeme using {{MMC|input=236H|label=[[{{PAGENAME}}#Charged Stun Edge|Charged Stun Edge]]}} and [[{{PAGENAME}}/Strategy#Air Dash Faultless Defense Cancel Safe Jump|airdash FDC safe jumps]], from which his plethora of options includes high/low mix-ups, {{keyword|cross-up}}s, throws and {{keyword|meaty attack}}s. | ||
With his diverse move set, Ky has a tool for every situation and can quickly switch between keeping the opponent away and turning on the offensive. | With his diverse move set, Ky has a tool for every situation and can quickly switch between keeping the opponent away and turning on the offensive. | ||
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*'''Jack of All Trades:''' Ky's tools can handle all manners of offensive and defensive situations at various ranges. He has good gap-closing tools and decent close-range pressure. His excellent pokes make him great at mid-ranged keep-out. He also has several projectiles, good anti-airs and a meterless reversal. | *'''Jack of All Trades:''' Ky's tools can handle all manners of offensive and defensive situations at various ranges. He has good gap-closing tools and decent close-range pressure. His excellent pokes make him great at mid-ranged keep-out. He also has several projectiles, good anti-airs and a meterless reversal. | ||
*'''Excellent Space Control:''' Ky's normals are great space control tools, both on the ground and in the air. Combining good movement with buttons like {{clr|3|f.S}}, {{clr|4|6H}}, {{clr|2|j.K}} and {{clr|3|j.S}} can make him difficult to approach. | *'''Excellent Space Control:''' Ky's normals are great space control tools, both on the ground and in the air. Combining good movement with buttons like {{clr|3|f.S}}, {{clr|4|6H}}, {{clr|2|j.K}} and {{clr|3|j.S}} can make him difficult to approach. | ||
*'''Fantastic Call-Out Tools:''' A diligent Ky player can take advantage of his numerous callout tools, like {{clr|1|6P}}, [[{{PAGENAME}}#Stun Dipper| Stun Dipper]] and [[{{PAGENAME}}#Foudre Arc| Foudre Arc]] to brutally punish his opponents' bad decisions. As Ky is great at setting the pace of the match thanks to his strong normals, he is heavily rewarded for intercepting a bad approach with big damage or good Okizeme. | *'''Fantastic Call-Out Tools:''' A diligent Ky player can take advantage of his numerous callout tools, like {{clr|1|6P}}, [[{{PAGENAME}}#Stun Dipper| Stun Dipper]] and [[{{PAGENAME}}#Foudre Arc|Foudre Arc]] to brutally punish his opponents' bad decisions. As Ky is great at setting the pace of the match thanks to his strong normals, he is heavily rewarded for intercepting a bad approach with big damage or good Okizeme. | ||
*'''Meter Burn''': Clever use of Roman Cancel can turn many of Ky's moves into mixup opportunities or big punishes. For example, Stun Dipper becomes a five-frame comboable low with RRC, while Charged Stun Edge can be PRC'd midscreen to provide a safe approach option to follow behind. | *'''Meter Burn''': Clever use of Roman Cancel can turn many of Ky's moves into mixup opportunities or big punishes. For example, Stun Dipper becomes a five-frame comboable low with RRC, while Charged Stun Edge can be PRC'd midscreen to provide a safe approach option to follow behind. | ||
*'''Strong Okizeme:''' Ky gets strong pressure and mix-ups from most knockdowns using [[GGST/Ky Kiske/Strategy#Air Dash Faultless Defense Cancel Safe Jump|FDC safe jumps]] and [[{{PAGENAME}}#Charged Stun Edge|Charged Stun Edge]]. | *'''Strong Okizeme:''' Ky gets strong pressure and mix-ups from most knockdowns using [[GGST/Ky Kiske/Strategy#Air Dash Faultless Defense Cancel Safe Jump|FDC safe jumps]] and [[{{PAGENAME}}#Charged Stun Edge|Charged Stun Edge]]. | ||
| cons = | | cons = | ||
*'''Weak Enders:''' Ky lacks a 100% safe ender move to end blockstrings. [[{{PAGENAME}}#Dire Eclat|Dire Eclat]] relies on pushback spacing to be safe on regular block, [[{{PAGENAME}}#Foudre Arc|Foudre Arc]] has a gap which can be mashed, and [[{{PAGENAME}}#Stun Edge|Stun Edge]] has high recovery while being in Counter Hit state for its entire duration. This makes him vulnerable to being [[GGST/Defense#Instant Block|Instant Blocked]] and punished, which is more pronounced against characters such as {{Character Label|GGST|Ramlethal Valentine|label=Ramlethal}} and {{Character Label|GGST|Sol Badguy|label=Sol}} who have reliable ways to punish enders without the difficulty of IB, or characters that can {{keyword|low profile}} his safest ender in spaced | *'''Weak Enders:''' Ky lacks a 100% safe ender move to end blockstrings. [[{{PAGENAME}}#Dire Eclat|Dire Eclat]] relies on pushback spacing to be safe on regular block, [[{{PAGENAME}}#Foudre Arc|Foudre Arc]] has a gap which can be mashed, and [[{{PAGENAME}}#Stun Edge|Stun Edge]] has high recovery while being in Counter Hit state for its entire duration. This makes him vulnerable to being [[GGST/Defense#Instant Block|Instant Blocked]] and punished, which is more pronounced against characters such as {{Character Label|GGST|Ramlethal Valentine|label=Ramlethal}} and {{Character Label|GGST|Sol Badguy|label=Sol}} who have reliable ways to punish enders without the difficulty of IB, or characters that can {{keyword|low profile}} his safest ender in spaced Stun Edge. | ||
| difficulty_rating = 5 | | difficulty_rating = 5 | ||
| official_difficulty = yes | | official_difficulty = yes | ||
|unique_mechanic1_name=Shock State | |unique_mechanic1_name=<span id="Shock State">Shock State</span> | ||
|unique_mechanic1=Ky's projectiles (except for {{clr|5|j.D}}) and [[{{PAGENAME}}#Dire Eclat|Dire Eclat]] special put the opponent into Shock State on contact. Hitting an opponent in Shock State with most of his specials removes the Shock State (or reapplies it) in exchange for bonus effects varying from more damage, more blockstun, and better hit effects, allowing for more damaging combos or stronger okizeme. [[GGST/Ky Kiske/Strategy#Shock State|Check the Strategy page for more details]]. | |unique_mechanic1=Ky's projectiles (except for {{clr|5|j.D}}) and {{MMC|input=214S|label=[[{{PAGENAME}}#Dire Eclat|Dire Eclat]]}} special temporarily put the opponent into Shock State on contact. Hitting an opponent in Shock State with most of his specials removes the Shock State (or reapplies it) in exchange for bonus effects varying from more damage, more blockstun, and better hit effects, allowing for more damaging combos or stronger okizeme. [[GGST/Ky Kiske/Strategy#Shock State|Check the Strategy page for more details]]. | ||
}} | }} | ||
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* Jump cancelable. | * Jump cancelable. | ||
Excellent normal that can gatling into | Excellent normal that can gatling into {{clr|5|2D}} for a double low sequence that leads to a knockdown and {{keyword|okizeme}}. When using {{clr|2|5K}} on okizeme, time it to hit as a {{keyword|meaty attack}} to significantly increase its frame advantage up to +5 on block for stronger pressure and combos. Due to its long active frames and low recovery, it can also be used preemptively to stuff many attacks in neutral, such as {{Character Label|GGST|May|label=May's}} {{MiniMoveCard|game=GGST|chara=May|input=[4]6S|label=horizontal dolphins}}. | ||
[[GGST/Ky_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | [[GGST/Ky_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
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* Ground bounces on air hit. | * Ground bounces on air hit. | ||
Often used to start pressure at close range or as a {{keyword|meaty attack}} after a knockdown. Its speed, wide variety of gatling options, and mid Counter Hit slowdown also make it a go-to move for punishes. In pressure, it can be both delay canceled and jump canceled to create frame traps and bait defensive options (such as {{clr|3|c.S}} > {{clr|3|2S}}). Since it's only slightly negative on block, | Often used to start pressure at close range or as a {{keyword|meaty attack}} after a knockdown. Its speed, wide variety of gatling options, and mid Counter Hit slowdown also make it a go-to move for punishes. In pressure, it can be both delay canceled and jump canceled to create frame traps and bait defensive options (such as {{clr|3|c.S}} > {{clr|3|2S}}). Since it's only slightly negative on block, condition the opponent with frame traps and then reset pressure by dashing up with another {{clr|3|c.S}} or go for a throw. | ||
{{clr|3|c.S}} seems to deal slightly less Wall Damage when hits right the frame before an airborne opponent drop to the ground. This explains why some combo routes seemingly have random Wall Stick timing, but it rarely has any benefit to trigger on purpose. | {{clr|3|c.S}} seems to deal slightly less Wall Damage when hits right the frame before an airborne opponent drop to the ground. This explains why some combo routes seemingly have random Wall Stick timing, but it rarely has any benefit to trigger on purpose. | ||
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* Does not extend its hurtbox until it becomes active, but has a lingering extended hurtbox during recovery. | * Does not extend its hurtbox until it becomes active, but has a lingering extended hurtbox during recovery. | ||
One of Ky's best mid-ranged pokes alongside {{clr|3|2S}}, combining a great balance of speed, range, and safety. It's a bit slower than {{clr|3|2S}}, susceptible to being counter-poked by {{clr|1|6P}}s, and can be avoided by {{keyword|low profile}} attacks, but it's also safer, has far more active frames, and may | One of Ky's best mid-ranged pokes alongside {{clr|3|2S}}, combining a great balance of speed, range, and safety. It's a bit slower than {{clr|3|2S}}, susceptible to being counter-poked by {{clr|1|6P}}s, and can be avoided by {{keyword|low profile}} attacks, but it's also safer, has far more active frames, and may catch airborne opponents with its higher hitbox. Dashing before {{clr|3|f.S}} carries enough momentum to give it comparable range to {{clr|3|2S}}. Often canceled into {{clr|4|5H}} and {{MMC|input=236S|label=[[{{PAGENAME}}#Stun Edge|Stun Edge]]}} in pressure, and counter-poking with it to score Counter Hits provides a reliable combo into {{MMC|input=236K|label=[[{{PAGENAME}}#Stun Dipper|Stun Dipper]]}}. | ||
[[GGST/Ky_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}} | [[GGST/Ky_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}} | ||
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* Disjointed hitbox during the active frames, but a lingering 12f extended hurtbox during recovery. | * Disjointed hitbox during the active frames, but a lingering 12f extended hurtbox during recovery. | ||
A chunky swing that's slower than Ky's {{clr|3|S}} normals, but has a bit more range. Sees lots of use to air juggle during combos, since it pops them up high enough to combo into a special or Overdrive. Though it is unsafe on block, it can be difficult to punish at max range and is commonly cancelled into [[{{PAGENAME}}#Stun Edge|Stun Edge]] when ending pressure. Since {{clr|4|5H}} deals a lot of hitstun, it is a reliable way to confirm into [[{{PAGENAME}}#Ride the Lightning|Ride the Lightning]] even on non-Counter Hit. | A chunky swing that's slower than Ky's {{clr|3|S}} normals, but has a bit more range. Sees lots of use to air juggle during combos, since it pops them up high enough to combo into a special or Overdrive. Though it is unsafe on block, it can be difficult to punish at max range and is commonly cancelled into {{MMC|input=236S|label=[[{{PAGENAME}}#Stun Edge|Stun Edge]]}} when ending pressure. Since {{clr|4|5H}} deals a lot of hitstun, it is a reliable way to confirm into {{MMC|input=632146H|label=[[{{PAGENAME}}#Ride the Lightning|Ride the Lightning]]}} even on non-Counter Hit. | ||
</div> | </div> | ||
</div> | </div> | ||
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* Uncharged Dust on hit is 0 or neutral frame advantage and causes float | * Uncharged Dust on hit is 0 or neutral frame advantage and causes float | ||
Universal overhead attack that's pretty fast. | Universal overhead attack that's pretty fast. It can gatling from {{clr|2|5K}}, {{clr|2|2K}}, or {{clr|3|c.S}} for an unsafe mixup that can be made safe on block or converted into a full combo on hit by using Roman Cancel. | ||
---- | ---- | ||
;Charged Dust | ;Charged Dust | ||
* Charged Dust leads to soft knockdown (+36). | * Charged Dust leads to soft knockdown (+36). | ||
* Holding any upwards direction during the hitstop frames of charged | * Holding any upwards direction during the hitstop frames of charged dust will activate Homing Jump: | ||
** Doing a Homing Jump will cause an Area Shift and put the opponent into a unique high damaging air combo state. | ** Doing a Homing Jump will cause an Area Shift and put the opponent into a unique high damaging air combo state. | ||
** Pressing any attack twice in a row without jump/dash canceling will perform a unique Finishing Blow attack, causing a hard knockdown (+23). | ** Pressing any attack twice in a row without jump/dash canceling will perform a unique Finishing Blow attack, causing a hard knockdown (+23). | ||
** Homing Jump combos can sometimes increase Tension | ** Homing Jump combos can sometimes increase [[GGST/Gauges#Tension Balance|Tension Balance]] enough to activate [[GGST/Gauges#Positive Bonus|Positive Bonus]]. | ||
Similar to uncharged Dust but is slow enough to be reacted to. On hit, it results in a very high damaging combo. Charged Dust is also useful for juggling during combos to add damage after a Roman Cancel. | Similar to uncharged Dust but is slow enough to be reacted to. On hit, it results in a very high damaging combo. Charged Dust is also useful for juggling during combos to add damage after a Red Roman Cancel launch or Counter Hit {{clr|3|c.S}}. | ||
</div> | </div> | ||
</div> | </div> | ||
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* 1 frame faster low than {{clr|2|5K}}. | * 1 frame faster low than {{clr|2|5K}}. | ||
A kick with a great balance of speed and range. It's a low-risk check in neutral with longer range than {{clr|2|5K}}, and Ky's fastest low mixup. It's often used to link together combos, like when you want to [[GGST/Ky Kiske/Combos#214S OTG Relaunch|OTG pickup after]] [[{{PAGENAME}}#Dire Eclat|Dire Eclat]], or continue to combo airborne opponents after landing when hitting with an air normal. Often canceled into {{clr|5|2D}} for a knockdown, or into {{clr|4|6H}} for combos in the corner. | A kick with a great balance of speed and range. It's a low-risk check in neutral with longer range than {{clr|2|5K}}, and Ky's fastest low mixup. It's often used to link together combos, like when you want to [[GGST/Ky Kiske/Combos#214S OTG Relaunch|OTG pickup after]] {{MMC|input=214S|label=[[{{PAGENAME}}#Dire Eclat|Dire Eclat]]}}, or continue to combo airborne opponents after landing when hitting with an air normal. Often canceled into {{clr|5|2D}} for a knockdown, or into {{clr|4|6H}} for combos in the corner. | ||
[[GGST/Ky_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | [[GGST/Ky_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
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* Unlike {{clr|4|5H}} and {{clr|4|6H}}, the hurtbox starts retracting immediately during recovery, making it harder to whiff punish | * Unlike {{clr|4|5H}} and {{clr|4|6H}}, the hurtbox starts retracting immediately during recovery, making it harder to whiff punish | ||
Contender for Ky's main poke, with a great balance of range, speed, and cancel options. Often canceled into {{clr|4|5H}} (with a natural 1f gap) in pressure and combos, and [[{{PAGENAME}}#Stun Dipper|Stun Dipper]] on max range Counter Hits. | Contender for Ky's main poke, with a great balance of range, speed, and cancel options. Often canceled into {{clr|4|5H}} (with a natural 1f gap) in pressure and combos, and {{MMC|input=236K|label=[[{{PAGENAME}}#Stun Dipper|Stun Dipper]]}} on max range Counter Hits. | ||
[[GGST/Ky_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}} | [[GGST/Ky_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}} | ||
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}} | }} | ||
==== ==== | ==== ==== | ||
A sweeping kick that grants a hard knockdown close to Ky, allowing him to start his strong {{keyword|okizeme}} game. If the opponent is too close to Ky on hit, delay [[{{PAGENAME}}#Charged Stun Edge|Charged Stun Edge]] slightly or it'll pass through their invulnerable wakeup frames. The airborne state and resulting slowdown from Counter Hit {{clr|5|2D}} leads to [[{{PAGENAME}}#Foudre Arc|Foudre Arc]] loops for big damage and corner carry. | A sweeping kick that grants a hard knockdown close to Ky, allowing him to start his strong {{keyword|okizeme}} game. If the opponent is too close to Ky on hit, delay {{MMC|input=236H|label=[[{{PAGENAME}}#Charged Stun Edge|Charged Stun Edge]]}} slightly or it'll pass through their invulnerable wakeup frames. The airborne state and resulting slowdown from Counter Hit {{clr|5|2D}} leads to {{MMC|input=214K|label=[[{{PAGENAME}}#Foudre Arc|Foudre Arc]]}} loops for big damage and corner carry. | ||
</div> | </div> | ||
</div> | </div> | ||
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* Hard knockdown on air Counter Hit. | * Hard knockdown on air Counter Hit. | ||
Ky's main anti-air and an all-around a great normal due to its upper body invulnerability. Though it doesn't combo into much besides [[{{PAGENAME}}#Dire Eclat|Dire Eclat]] on non-Counter Hit, it's great for ensuring that whatever is coming | Ky's main anti-air and an all-around a great normal due to its upper body invulnerability. Though it doesn't combo into much besides {{MMC|input=214S|label=[[{{PAGENAME}}#Dire Eclat|Dire Eclat]]}} on non-Counter Hit, it's great for ensuring that whatever is coming from the air has the best possible chance of being beaten. Against grounded opponents, it's invaluable for countering pokes that Ky otherwise finds hard to contest, like {{Character Label|GGST|Ramlethal Valentine|label=Ramlethal's}} {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=f.S|label={{clr|3|f.S}}}}. When used in combos, {{clr|1|6P}} is a important cancel from {{clr|1|5P/2P}} mash into Dire Eclat's hard knockdown. | ||
</div> | </div> | ||
</div> | </div> | ||
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* Disjointed hitbox during the active frames, but a lingering 13f extended hurtbox during recovery. | * Disjointed hitbox during the active frames, but a lingering 13f extended hurtbox during recovery. | ||
A huge attack that | A huge attack that's great as a haymaker in neutral or for whiff punishing moves. Its startup and recovery are similarly long as {{clr|H|5H}}'s, but because it hits lower to the ground in comparison it will beat lots of {{clr|1|6P}}s and {{keyword|low profile}} attacks like {{Character Label|GGST|Sol Badguy|label=Sol}}'s {{MMC|chara=Sol Badguy|input=214S|label=Night Raid Vortex}}. | ||
It leads to great reward on Counter Hit when used in pressure as an auto-timed (4f gap) frame trap from {{clr|2|5K}} and a manually-timed (-1f gap) one from {{clr|3|c.S}}. On midscreen CH it provides a large amount of corner carry when canceled into {{MMC|input=214K|label=[[{{PAGENAME}}#Foudre Arc|Foudre Arc]]}}, and on corner CH it leads to Ky's highest damage combo routes with its wallbounce and large CH slowdown. | |||
Ky takes a step forward during the attack, which makes for stronger pressure resets opportunities after opponents have been conditioned into not challenging the threat of CH {{clr|H|6H}} and {{MMC|input=214S|label=[[{{PAGENAME}}#Dire Eclat|Dire Eclat]]}} cancels. | |||
</div> | </div> | ||
</div> | </div> | ||
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}} | }} | ||
==== ==== | ==== ==== | ||
A fast, short-ranged normal used to interrupt empty Air Dashing opponents and slower air attacks done too close to Ky. Air-to-air {{clr|1|j.P}} can be confirmed easily into {{clr|1|j.P}} itself, which gives | A fast, short-ranged normal used to interrupt empty Air Dashing opponents and slower air attacks done too close to Ky. Air-to-air {{clr|1|j.P}} can be confirmed easily into {{clr|1|j.P}} itself, which gives plenty of time to input {{MMC|input=632146H|label=[[{{PAGENAME}}#Ride the Lightning|Ride the Lightning]]}} for a lot of damage and a wall break from midscreen. | ||
[[GGST/Ky_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|j.P}} | [[GGST/Ky_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|j.P}} | ||
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*Air Dash cancelable | *Air Dash cancelable | ||
Ky's main air-to-air normal. Rising {{clr|2|j.K}} is | Ky's main air-to-air normal. Rising {{clr|2|j.K}} is difficult for a lot of characters to contest due to its high speed and low recovery. On hit, it can be linked into another falling {{clr|2|j.K}} to bring the opponent down for a ground combo. It can also be canceled into {{clr|5|j.D}} for blockstrings and combos in the corner. | ||
[[GGST/Ky_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|5|j.D}} | [[GGST/Ky_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|5|j.D}} | ||
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==== ==== | ==== ==== | ||
* Air Dash cancelable | * Air Dash cancelable | ||
A well-rounded air slash suitable for both air-to-air and air-to-ground usage, since its hitbox reaches much farther down than the animation suggests. | |||
{{clr|3|j.S}} also has use in blockstrings due to its {{clr|5|j.D}} gatling and air dash cancel. {{clr|3|j.S}} > 66 > {{clr|3|j.S}} can open up opponents mashing throw or expecting Ky to land with a low, but the airdash leaves a large gap which can be punished. Go for it when the opponent is conditioned to block. | When used air-to-air, {{clr|3|j.S}} has more range than {{clr|2|j.K}}, but {{clr|2|j.K}} is generally safer to use in air-to-air situations due to {{clr|3|j.S}}' higher recovery. As it has mid Counter Hit slowdown, {{clr|3|j.S}} reliably converts air-to-air CHs into grounded combo pickups, and with 50% Tension can be confirmed into {{MMC|input=632146H|label=[[{{PAGENAME}}#Ride the Lightning|Ride the Lightning]]}} to deal great damage and break the wall even from midscreen due to the long carrying distance of RTL. | ||
{{clr|3|j.S}} also has niche use in blockstrings due to its {{clr|5|j.D}} gatling and air dash cancel. {{clr|3|j.S}} > 66 > {{clr|3|j.S}} can open up opponents mashing throw or expecting Ky to land with a low, but the airdash leaves a large gap which can be punished. Go for it when the opponent is conditioned to block. | |||
[[GGST/Ky_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|j.H}}, {{clr|5|j.D}} | [[GGST/Ky_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|j.H}}, {{clr|5|j.D}} | ||
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* Does not cross-up despite the animation. | * Does not cross-up despite the animation. | ||
Ky's main jump-in normal along with {{clr|3|j.S}}. It also works as an preemptive air-to-air that hits low enough to catch ground buttons at the same time. | Ky's main jump-in normal along with {{clr|3|j.S}}. It also works as an preemptive air-to-air that hits low enough to catch ground buttons at the same time, but unlike CH {{clr|3|j.S}} airborne opponents are spiked to the ground too rapidly to get anything more than a knockdown for {{MMC|input=236H|label=[[{{PAGENAME}}#Charged Stun Edge|Charged Stun Edge]]}} {{keyword|okizeme}}. | ||
[[GGST/Ky_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|5|j.D}} | [[GGST/Ky_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|5|j.D}} | ||
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* Not special cancelable. | * Not special cancelable. | ||
A lightning sigil that stalls Ky's air momentum. Good for | A lightning sigil that stalls Ky's air momentum. Good for making Ky's landing timing unpredictable or as a fairly large disjoint in air-to-air situations. As it's considered a projectile, {{clr|5|j.D}} also excels at intercepting most incoming projectiles, but it is not an overhead and has no meterless followups. | ||
</div> | </div> | ||
</div> | </div> | ||
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* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt. | * 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt. | ||
A critical part of Ky's pressure, granting a hard knockdown on hit and allowing him to start his strong {{keyword|okizeme}} game. | A critical part of Ky's pressure, granting a hard knockdown on hit and allowing him to start his strong {{keyword|okizeme}} game. It's occasionally used defensively due to its fast startup, but it's primarily used to open up opponents that have been conditioned into blocking in order to entice them to mash into frame traps. | ||
The hard knockdown is long enough to safely use [[{{PAGENAME}}#Charged Stun Edge|Charged Stun Edge]] in almost all situations, allowing a mixup and further pressure. If the opponent wasn't thrown into a corner, they have time to jump over an instant CSE. Performing a short dash before CSE allows the projectile to catch jump-outs. It's recommended to use the Dash Button or input {{clr|4|2366H}} to prevent an accidental [[{{PAGENAME}}#Vapor Thrust|Vapor Thrust]] from coming out. It's also a common choice to go directly into a safe jump/empty jump low mix-up using {{keyword|IAD}} {{clr|4|j.H}}/{{clr|2|2K}}. | The hard knockdown is long enough to safely use {{MMC|input=236H|label=[[{{PAGENAME}}#Charged Stun Edge|Charged Stun Edge]]}} in almost all situations, allowing a mixup and further pressure. If the opponent wasn't thrown into a corner, they have time to jump over an instant CSE. Performing a short dash before CSE allows the projectile to catch jump-outs. It's recommended to use the Dash Button or input {{clr|4|2366H}} to prevent an accidental {{MMC|input=623H|label=[[{{PAGENAME}}#Vapor Thrust|Vapor Thrust]]}} from coming out. It's also a common choice to go directly into a safe jump/empty jump low mix-up using {{keyword|IAD}} {{clr|4|j.H}}/{{clr|2|2K}}. | ||
A ground throw can be followed up at any distance with {{clr|4|6H}} to {{keyword|OTG}} the opponent, which can slightly increase the meterless damage. Midscreen, this also allows cancelling the {{clr|4|6H}} into a {{keyword|meaty}} {{clr|3|236S}}. | |||
In the corner, | In the corner, the OTG {{clr|4|6H}} can be followed up with another meaty {{clr|4|6H}} that will frame trap and hit any non-reversal wakeup option that is not blocking (jump, backdash, wakeup button) slower than 4 frames. Against 3 frame moves, the {{clr|4|6H}} will trade. | ||
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* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt. | * 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt. | ||
A powerful, but risky tool for countering air approaches and the startup of some attacks. Use it carefully along with {{clr|1|6P}}, {{clr|4|2H}} and [[{{PAGENAME}}# | A powerful, but risky tool for countering air approaches and the startup of some attacks. Use it carefully along with {{clr|1|6P}}, {{clr|4|2H}} and {{MMC|input=214K|label=[[{{PAGENAME}}#Foudre Arc|Foudre Arc]]}} to discourage jumping. Keeping the opponent on the ground limits their options and allows Ky to take advantage of his strong grounded normals. | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
* Applies Shock State to the opponent on contact | * Applies [[{{PAGENAME}}#Shock State|Shock State]] to the opponent on contact | ||
* [] values refer to hitting an opponent already in Shock State | * [] values refer to hitting an opponent already in Shock State | ||
* Counter hit state for the entire duration | * Counter hit state for the entire duration | ||
A basic projectile. | A basic projectile. Stun Edge (SE) is useful against opponents that like to aggressively and preemptively use grounded normals, as Ky can stand just outside their range and fire it off to deal damage and build some Tension. Hitting an opponent with SE may convince them to stop attacking in order to react to it, opening them up for offensive approaches. It can also be used as a blockstring ender after the pushback of {{clr|4|5H}} and {{clr|4|6H}} in pressure, as long as that pushback puts Ky outside of the range of the opponent's longest buttons. | ||
Ky is in Counter Hit state for the move's entire duration, the recovery is lengthy, and the projectile can be both {{keyword|low profile}}d and Instant Air Dashed over. For these reasons, | Ky is in Counter Hit state for the move's entire duration, the recovery is lengthy, and the projectile can be both {{keyword|low profile}}d and Instant Air Dashed over. For these reasons, carefully consider when to throw it out. It's much safer to use in matchups where the opponent has poor mobility such as {{Character Label|GGST|Potemkin}}, or matchups where the opponent has no fast projectile of their own such as {{Character Label|GGST|Goldlewis Dickinson}}. | ||
In [[{{PAGENAME}}#Dragon Install|Dragon Install]], SE hits twice and is a bit safer on contact. You can use it much like you use it normally, only it will now beat other single-hitting projectiles and deals much more chip damage on block, forcing opponents to spend Tension on Faultless Defense or avoid the projectile entirely. | In {{MMC|input=214214H|label=[[{{PAGENAME}}#Dragon Install|Dragon Install]]}}, SE hits twice and is a bit safer on contact. You can use it much like you use it normally, only it will now beat other single-hitting projectiles and deals much more chip damage on block, forcing opponents to spend Tension on Faultless Defense or avoid the projectile entirely. | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
* Applies Shock State to the opponent on contact | * Applies [[{{PAGENAME}}#Shock State|Shock State]] to the opponent on contact | ||
* [] values refer to hitting an opponent already in Shock State | * [] values refer to hitting an opponent already in Shock State | ||
Ky's main {{keyword|okizeme}} tool after scoring a [[GGST/Attack Attributes#Hard Knockdown|hard knockdown]]. Charged Stun Edge (CSE) is a large, multi-hitting projectile that is very advantageous on contact, allowing Ky to attempt further pressure and mixups. When landing a {{clr|5|2D}} at close range, delay CSE so that the projectile doesn't whiff past the opponent's wakeup. | |||
While Ky can also use CSE in neutral to safely cover his approach, it can be risky. It has a longer startup and recovery than [[{{PAGENAME}}#Stun Edge|Stun Edge]], which makes it easier to react to, allowing the opppnent the opportunity to close the distance and potentially score a counterhit during the move's long startup and recovery. | While Ky can also use CSE in neutral to safely cover his approach, it can be risky. It has a longer startup and recovery than {{MMC|input=236S|label=[[{{PAGENAME}}#Stun Edge|Stun Edge]]}}, which makes it easier to react to, allowing the opppnent the opportunity to close the distance and potentially score a counterhit during the move's long startup and recovery. | ||
In [[{{PAGENAME}}#Dragon Install|Dragon Install]], CSE hits five times and is even more plus on block, but is mostly enhanced indirectly by [[{{PAGENAME}}#Stun Dipper|Stun Dipper]]'s hard knockdown | In {{MMC|input=214214H|label=[[{{PAGENAME}}#Dragon Install|Dragon Install]]}}, CSE hits five times and is even more plus on block, but is mostly enhanced indirectly by {{MMC|input=DI 236K|label=[[{{PAGENAME}}#Stun Dipper|DI Stun Dipper]]}}'s hard knockdown, allowing CSE to be used safely afterwards where normally it could not. | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
* Applies Shock State to the opponent on contact. | * Applies [[{{PAGENAME}}#Shock State|Shock State]] to the opponent on contact. | ||
* [] values refer to hitting an opponent already in Shock State. | * [] values refer to hitting an opponent already in Shock State. | ||
<!--* -2 when [[Tiger Knee|TK'd]] on stand block, +2 on crouch block (tested on Ky). | <!--* -2 when [[Tiger Knee|TK'd]] on stand block, +2 on crouch block (tested on Ky). | ||
* In Dragon Install, when [[Tiger Knee|TK'd]], -1 on stand block, +3 on crouch block (tested on Ky).--> | * In Dragon Install, when [[Tiger Knee|TK'd]], -1 on stand block, +3 on crouch block (tested on Ky).--> | ||
An air projectile used to keep opponents grounded or as an anti anti-air callout. | An air projectile used to keep opponents grounded or as an anti anti-air callout. {{keyword|Tiger Knee}}ing the {{clr|4|H}} version at fullscreen makes it cover a very good angle that can cover both the ground and the air, and is especially useful against other projectiles in certain matchups e.g. {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}'s {{MiniMoveCard|chara=Nagoriyuki|input=236S|label=Zarameyuki}} and {{Character Label|GGST|Leo Whitefang|label=Leo}}'s {{clr|4|H}} {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=[4]6H|label=Gravierte Würde}}. However, Ky has no air action after firing the projectile and has extra landing recovery, making it very unsafe on whiff without a Purple Roman Cancel if an opponent evades it (such as by running underneath the {{clr|4|H}} version). | ||
In [[{{PAGENAME}}#Dragon Install|Dragon Install]], it hits twice and deals much more chip damage on block, forcing opponents to spend Tension on Faultless Defense or avoid the projectile entirely. | In {{MMC|input=214214H|label=[[{{PAGENAME}}#Dragon Install|Dragon Install]]}}, it hits twice and deals much more chip damage on block, forcing opponents to spend Tension on Faultless Defense or avoid the projectile entirely. | ||
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}} | }} | ||
==== ==== | ==== ==== | ||
* The second hit removes Shock State from the opponent on contact. | * The second hit removes [[{{PAGENAME}}#Shock State|Shock State]] from the opponent on contact. | ||
* [] values refer to hitting an opponent in Shock State. | * [] values refer to hitting an opponent in Shock State. | ||
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With at least 50% Tension available, Roman Cancel makes Stun Dipper a huge threat. The 1st hit becomes a 5 frame low attack that can convert into a full combo at a distance where it would normally not combo, the 2nd hit leads into an extended combo for more damage, and either hit can be Roman Cancelled on block to be made safe while resetting Ky's pressure or even stealing his turn back while under an opponent's pressure. | With at least 50% Tension available, Roman Cancel makes Stun Dipper a huge threat. The 1st hit becomes a 5 frame low attack that can convert into a full combo at a distance where it would normally not combo, the 2nd hit leads into an extended combo for more damage, and either hit can be Roman Cancelled on block to be made safe while resetting Ky's pressure or even stealing his turn back while under an opponent's pressure. | ||
In [[{{PAGENAME}}#Dragon Install|Dragon Install]], the slash gains an extra hit for more damage and causes a hard knockdown instead of a normal one, leaving Ky at +41. This lets you use [[{{PAGENAME}}#Charged Stun Edge|Charged Stun Edge]] safely where you normally could not, or simply gain more options to mixup with afterwards off the extended knockdown. | In {{MMC|input=214214H|label=[[{{PAGENAME}}#Dragon Install|Dragon Install]]}}, the slash gains an extra hit for more damage and causes a hard knockdown instead of a normal one, leaving Ky at +41. This lets you use {{MMC|input=DI 236H|label=[[{{PAGENAME}}#Charged Stun Edge|Charged Stun Edge]]}} safely where you normally could not, or simply gain more options to mixup with afterwards off the extended knockdown. | ||
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Images = | Images = | ||
<gallery widths="210px" heights="210px" mode="nolines"> | <gallery widths="210px" heights="210px" mode="nolines"> | ||
GGST_Ky_Kiske_Foudre_Arc.png| | GGST_Ky_Kiske_Foudre_Arc.png|Not an overhead | ||
</gallery> | </gallery> | ||
|-| | |-| | ||
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}} | }} | ||
==== ==== | ==== ==== | ||
* Removes Shock State from the opponent on contact | * Removes [[{{PAGENAME}}#Shock State|Shock State]] from the opponent on contact | ||
* [] values refer to hitting an opponent in Shock State | * [] values refer to hitting an opponent in Shock State | ||
* Hits standing opponents on frame 27, crouching opponents on frame 29 | * Hits standing opponents on frame 27, crouching opponents on frame 29 | ||
* On-Block value ranges account for being more plus on block when striking later in its active frames (e.g. as a {{keyword|meaty attack}}) | * On-Block value ranges account for being more plus on block when striking later in its active frames (e.g. as a {{keyword|meaty attack}}) | ||
* Forces opponent into crouching state on ground hit | * Forces opponent into crouching state on ground hit. Hard knockdown on air hit. | ||
* Will | * Dashing first causes the move to carry momentum, reaching nearly fullscreen. | ||
* Will whiff over crouching opponents if performed too close to them. | |||
A flying kick with a high arc used to close distance, beat jump outs, and crush {{keyword|low profile}} attacks. Despite its slow startup, Foudre Arc (FA) covers a large distance quickly and has low recovery, making it a valuable combo tool that gives Ky a large amount of corner carry. | |||
FA shouldn't be used recklessly as the long startup can be counter hit by most normals, you can't combo into anything on normal hit, and it's negative if blocked correctly. The situation on block can change depending on how late into the attack it hits the opponent, but in general assume that Ky is -1 on standing block, and +1 on crouching block. It's good for preemptively calling out jumping opponents since it will force them back to the ground with extra landing blockstun, leaving Ky at significant advantage. It can also be used to counter hit {{keyword|low profile}} attacks, which will also enable combos. | |||
Shock State FA is much better. It can now be used to definitively reset pressure on block, since it will be Ky's advantage regardless of whether it is blocked crouching or standing. On grounded hit, it now also combos into {{clr|2|2K}} or {{clr|3|c.S}} for extra damage. Keep in mind that FA can still be interrupted during the startup, so it's best to use it after the opponent is sufficiently conditioned via other options to not press anything and isn't going to react in time to counter it. | |||
In {{MMC|input=214214H|label=[[{{PAGENAME}}#Dragon Install|Dragon Install]]}}, FA retains its advantages from Shock State and deals even more damage. {{MMC|input=DI 236H|label=DI [[{{PAGENAME}}#Charged Stun Edge|Charged Stun Edge]]}} > FA is a gapless sequence that deals a large amount of chip damage, forcing opponents to choose between taking the damage or spending a large amount of Tension on Faultless Defense. | |||
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}} | }} | ||
==== ==== | ==== ==== | ||
* Removes Shock State from the opponent on contact. | * Removes [[{{PAGENAME}}#Shock State|Shock State]] from the opponent on contact. | ||
* [] values refer to hitting an opponent in Shock State. | * [] values refer to hitting an opponent in Shock State. | ||
* Air Vapor Thrusts have a recovery of Until Landing+12f. | * Air Vapor Thrusts have a recovery of Until Landing+12f. | ||
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* The {{clr|4|H}} version is Ky's highest damage meterless wallbreaker. | * The {{clr|4|H}} version is Ky's highest damage meterless wallbreaker. | ||
An invincible reversal attack with a wide arc that reaches behind Ky's head, launching the opponent away. | An invincible reversal attack with a wide arc that reaches behind Ky's head, launching the opponent away. Vapor Thrust (VT) is poor when used on wakeup, since it's somewhat slow, vulnerable to throws, and easily whiffs on opponents doing low attacks. It is still useful as an anti-air that beats cross-ups, a risky gamble to escape pressure, and corner combo filler to add damage. The {{clr|3|S}} version is slightly faster, while the {{clr|4|H}} version launches Ky farther forward with more active frames, giving it more range. Which one to use varies depending on the situation, but {{clr|3|S}} is best for speed which is generally useful on wakeup, and {{clr|4|H}} is best for damage and consistently beating an attack.<br> | ||
If | If VT hits an opponent in Shock State, it deals more damage and pops them up high enough to combo afterwards with a grounded move, extending combos in the corner.<br> | ||
In [[{{PAGENAME}}#Dragon Install|Dragon Install]], | In {{MMC|input=214214H|label=[[{{PAGENAME}}#Dragon Install|Dragon Install]]}}, VT launches the opponent at a sharper vertical angle which leaves them closer to Ky, and you can combo from the {{clr|4|H}} version even midscreen with {{clr|2|5K}} or {{clr|3|c.S}}. Since it becomes a multi-hit attack, it's better to wall break with a high damage normal like {{clr|4|6H}} or {{clr|5|5[D]}} instead of Vapor Thrust while in Dragon Install. | ||
</div> | </div> | ||
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}} | }} | ||
==== ==== | ==== ==== | ||
* Applies Shock State to the opponent on contact | * Applies [[{{PAGENAME}}#Shock State|Shock State]] to the opponent on contact | ||
* [] values refer to hitting an opponent already in Shock State | * [] values refer to hitting an opponent already in Shock State | ||
One of Ky's main combo enders | One of Ky's main combo enders, Dire Eclat (DE) gives both a hard knockdown and Shock State when other moves he has only do one or the other. It has fairly large pushback on block but is quite minus, enough to be unsafe in some matchups (e.g. {{Character Label|GGST|Sol Badguy|label=Sol}} and {{Character Label|GGST|Ramlethal Valentine|label=Ramlethal}}) and universally if Instant Blocked. | ||
On hit, DE allows for a safe jump with dash IAD {{clr|4|j.H}} or dash {{MMC|input=214K|label=[[{{PAGENAME}}#Foudre Arc|Foudre Arc]]}} afterwards. It's also used in high-damage corner combos to apply Shock State mid-combo to allow Ky to follow up after {{clr|4|H}} {{MMC|input=623H|label=[[{{PAGENAME}}#Vapor Thrust|Vapor Thrust]]}} for more damage, or a wall breaker to apply Shock State before the reset to neutral. | |||
There is a brief amount of time where the opponent is still considered in an airborne juggle state while sliding on the ground and can be relaunched with moves such as {{clr|K|5K/2K}} and {{clr|H|5H}}. Normally, DE's pushback prevents Ky from meaningfully taking advantage of this but by combining various factors such as being closer to corner, landing an air hit, or landing a Counter Hit, combos can be extended for more damage or even wall breaks. | |||
In [[{{PAGENAME}}#Dragon Install|Dragon Install]], it hits more times and the pushback on contact is even larger. | In {{MMC|input=214214H|label=[[{{PAGENAME}}#Dragon Install|Dragon Install]]}}, it hits more times and the pushback on contact is even larger. | ||
</div> | </div> | ||
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==== ==== | ==== ==== | ||
* [] damage values refer to hitting an opponent in Shock State. | * [] damage values refer to hitting an opponent in [[{{PAGENAME}}#Shock State|Shock State]]. | ||
* Hitting an opponent in the corner with the final hit causes a Wall Break and leaves Ky +36 afterwards. | * Hitting an opponent in the corner with the final hit causes a Wall Break and leaves Ky +36 afterwards. | ||
A powerful attack with invincible startup and extremely long recovery. | A powerful attack with invincible startup and extremely long recovery. Ride the Lightning (RTL) has quick startup and lengthy forward momentum, making it adaptable as a combo ender in many situations where it can wall break from quite a distance from the corner (slightly past the middle of the stage). Since a wall break with an Overdrive deals high damage, locks the opponent out of Burst, and grants a hard knockdown, short confirms into Ride the Lightning are a great option. RTL could be considered a free wall break once Ky reaches 50% Tension, as the meter spent will quickly be replenished by the resulting [[GGST/Gauges#Positive Bonus|Positive Bonus]]. | ||
Since a wall break with an Overdrive deals high damage, locks the opponent out of Burst, and grants a hard knockdown, | |||
The gap between the charging portion of the attack and the flourish at the end can be punished with fast attacks, Overdrives, and throws. | The gap between the charging portion of the attack and the flourish at the end can be punished with fast attacks, Overdrives, and throws. Don't wait until the second half of RTL to Roman Cancel it to stay safe on block. | ||
In [[{{PAGENAME}}#Dragon Install|Dragon Install]], RTL hits more times and also deals a huge amount of chip damage | In {{MMC|input=214214H|label=[[{{PAGENAME}}#Dragon Install|Dragon Install]]}}, RTL hits more times and also deals a huge amount of chip damage but much of the damage is backloaded into the interruptible 2nd half of the attack, making the chip-out usage of it more of a knowledge check/gimmick. For an air tight chip kill with 100% Tension, {{clr|4|236H}} > 66PRC (> {{clr|4|236H}} 1st hit) > {{clr|4|632146H}} is an expensive option in which RTL constantly pushes the opponent out of {{MMC|input=DI 236H|label=[[{{PAGENAME}}#Charged Stun Edge|Charged Stun Edge]]}}, extending CSE's active time and covering RTL's gap later. It chips ~>17% on Ky if normal blocked or drains ~75% Tension on Faultless Defense. | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
* | * Applies [[{{PAGENAME}}#Shock State|Shock State]] to the opponent on contact | ||
* [] values refer to hitting an opponent already in Shock State | * [] values refer to hitting an opponent already in Shock State | ||
* Hitting an opponent in the corner causes a Wall Break and leaves Ky +36 afterwards. | * Hitting an opponent in the corner causes a Wall Break and leaves Ky +36 afterwards. | ||
A large and fast moving projectile that's very advantageous on block. Gains more damage and frame advantage when hitting an opponent in Shock State. Usually used as combo filler to add more damage, but it also works as an anti-zoning tool | A large and fast moving projectile that's very advantageous on block. Gains more damage and frame advantage when hitting an opponent in Shock State. Usually used as combo filler to add more damage, but it also works as an anti-zoning tool as it blows through ordinary projectiles. Choosing to use it as the wall breaking Overdrive puts the opponent in Shock State in addition to the usual Overdrive wall break hard knockdown, giving you more pressure options afterwards. The resulting [[GGST/Gauges#Positive Bonus|Positive Bonus]] will also quickly replenish the spent Tension. | ||
In [[{{PAGENAME}}#Dragon Install|Dragon Install]], it hits more times and no longer loses hits when clashing with other attacks, increasing its utility as an anti-zoning tool. | In {{MMC|input=214214H|label=[[{{PAGENAME}}#Dragon Install|Dragon Install]]}}, it hits more times and no longer loses hits when clashing with other attacks, increasing its utility as an anti-zoning tool. | ||
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* Hitting an opponent with the activation shockwave in the corner causes a Wall Break and leaves Ky +36 afterwards. | * Hitting an opponent with the activation shockwave in the corner causes a Wall Break and leaves Ky +36 afterwards. | ||
A transformation super for enabling comebacks. It is difficult to get into safely, since it has a long recovery and no invulnerability. Generally, you'll need to combo into the activation | A transformation super for enabling comebacks. It is difficult to get into safely, since it has a long recovery and no invulnerability. Generally, you'll need to combo into the activation or do it off of a hard knockdown such as {{clr|5|2D}}, {{MMC|input=214S|label=[[{{PAGENAME}}#Dire Eclat|Dire Eclat]]}}, or throw. If the opponent blocks the shockwave, it's usually safe unless it was Instant Blocked or done to a cornered opponent, since either of these will cancel the pushback. Using it as a wall breaker to gain [[GGST/Gauges#Positive Bonus|Positive Bonus]] and the Overdrive wall break hard knockdown is another potentially powerful option. | ||
In Dragon Install, Ky gains access to powered up special moves and Overdrives, plus high damage {{clr|4|H}} [[{{PAGENAME}}#Vapor Thrust|Vapor Thrust]] loop combos. Check the [[GGST/Ky Kiske/Strategy#Dragon Install| Strategy section]] for more details. | In Dragon Install, Ky gains access to powered up special moves and Overdrives, plus high damage {{clr|4|H}} {{MMC|input=DI 623H|label=[[{{PAGENAME}}#Vapor Thrust|Vapor Thrust]]}} loop combos. Check the [[GGST/Ky Kiske/Strategy#Dragon Install| Strategy section]] for more details. | ||
</div> | </div> | ||
</div> | </div> | ||
==External References== | ==External References== |
Revision as of 19:59, 19 May 2022
Ky is a versatile character who possesses many moves with good speed and range. His varied move set makes him comfortable at any range, but he excels in mid-ranged neutral.
Ky uses his far-reaching f.S and 2S to check opponents at mid range, and complements them with his disjointed 5H and 6H. 5K and 2D are lows with good range and many active frames. Frustrated foes that approach him carelessly can be intercepted by his strong space control tools and anti-airs. He scores combos and hard knockdowns easily with Dire EclatGuardAllStartup14Recovery25Advantage-8 [-6], even from his fastest buttons.
At longer ranges, Ky can use Stun EdgeGuardAllStartup13RecoveryTotal 46Advantage-14 projectiles to cover his approach or to play keep-away. When the time is right, he can take more risks by using Stun DipperGuardLow, AllStartup7Recovery30Advantage-19 [-14] to slide under pokes or projectiles or Foudre ArcGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12] to hop over lows. Ky's defensive moves include a meterless DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. in Vapor ThrustGuardAllStartup13Recovery44Advantage-38 [-33], which can challenge pressure. Furthermore, Ky reliably scores Positive Bonus with Ride the LightningGuardAllStartup8+1Recovery99Advantage-82, an Overdrive that is easily incorporated into combos and can wall break from tremendous distances.
He lacks command grabs and overheads besides the universal options, making his basic mix-ups unremarkable. His okizeme mix-ups however, are quite strong! After scoring a knockdown, Ky can safely set up okizeme using Charged Stun EdgeGuardAllStartup39RecoveryTotal 62Advantage+22 [+25] and airdash FDC safe jumps, from which his plethora of options includes high/low mix-ups, cross-up Attacking your opponent after changing which horizontal side you are on, usually by jumping over them.s, throws and meaty attack Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.s.
With his diverse move set, Ky has a tool for every situation and can quickly switch between keeping the opponent away and turning on the offensive.
Ky Kiske Ky Kiske is an all-rounder with tools to compete both on the ground and in the air at most ranges, classified as a Balance type.
- Jack of All Trades: Ky's tools can handle all manners of offensive and defensive situations at various ranges. He has good gap-closing tools and decent close-range pressure. His excellent pokes make him great at mid-ranged keep-out. He also has several projectiles, good anti-airs and a meterless reversal.
- Excellent Space Control: Ky's normals are great space control tools, both on the ground and in the air. Combining good movement with buttons like f.S, 6H, j.K and j.S can make him difficult to approach.
- Fantastic Call-Out Tools: A diligent Ky player can take advantage of his numerous callout tools, like 6P, Stun Dipper and Foudre Arc to brutally punish his opponents' bad decisions. As Ky is great at setting the pace of the match thanks to his strong normals, he is heavily rewarded for intercepting a bad approach with big damage or good Okizeme.
- Meter Burn: Clever use of Roman Cancel can turn many of Ky's moves into mixup opportunities or big punishes. For example, Stun Dipper becomes a five-frame comboable low with RRC, while Charged Stun Edge can be PRC'd midscreen to provide a safe approach option to follow behind.
- Strong Okizeme: Ky gets strong pressure and mix-ups from most knockdowns using FDC safe jumps and Charged Stun Edge.
- Weak Enders: Ky lacks a 100% safe ender move to end blockstrings. Dire Eclat relies on pushback spacing to be safe on regular block, Foudre Arc has a gap which can be mashed, and Stun Edge has high recovery while being in Counter Hit state for its entire duration. This makes him vulnerable to being Instant Blocked and punished, which is more pronounced against characters such as Ramlethal and Sol who have reliable ways to punish enders without the difficulty of IB, or characters that can low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. his safest ender in spaced Stun Edge.
Ky Kiske |
---|
Normal Moves
5P
- Will not hit most crouching characters, and some crouch blocking characters.
A quick jab that's useful as a fast anti-air, or in a situation where a 6P input would be crossed up. On airborne opponents, confirm hits by picking up with 2S > 5H. On air block, take advantage of their landing recovery and start pressure.
Gatling Options: 5P, 2P, 6P, 6K, 6H
5K
- Jump cancelable.
Excellent normal that can gatling into 2D for a double low sequence that leads to a knockdown and okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. When using 5K on okizeme, time it to hit as a meaty attack Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. to significantly increase its frame advantage up to +5 on block for stronger pressure and combos. Due to its long active frames and low recovery, it can also be used preemptively to stuff many attacks in neutral, such as May's horizontal dolphinsGuardAllStartup7Recovery20 (24 OH)Advantage-3.
Gatling Options: 6P, 6K, 6H, 5D, 2D
c.S
- Jump cancelable.
- Ground bounces on air hit.
Often used to start pressure at close range or as a meaty attack Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. after a knockdown. Its speed, wide variety of gatling options, and mid Counter Hit slowdown also make it a go-to move for punishes. In pressure, it can be both delay canceled and jump canceled to create frame traps and bait defensive options (such as c.S > 2S). Since it's only slightly negative on block, condition the opponent with frame traps and then reset pressure by dashing up with another c.S or go for a throw.
c.S seems to deal slightly less Wall Damage when hits right the frame before an airborne opponent drop to the ground. This explains why some combo routes seemingly have random Wall Stick timing, but it rarely has any benefit to trigger on purpose.
Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D
f.S
- Does not extend its hurtbox until it becomes active, but has a lingering extended hurtbox during recovery.
One of Ky's best mid-ranged pokes alongside 2S, combining a great balance of speed, range, and safety. It's a bit slower than 2S, susceptible to being counter-poked by 6Ps, and can be avoided by low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. attacks, but it's also safer, has far more active frames, and may catch airborne opponents with its higher hitbox. Dashing before f.S carries enough momentum to give it comparable range to 2S. Often canceled into 5H and Stun EdgeGuardAllStartup13RecoveryTotal 46Advantage-14 in pressure, and counter-poking with it to score Counter Hits provides a reliable combo into Stun DipperGuardLow, AllStartup7Recovery30Advantage-19 [-14].
Gatling Options: 5H, 2H
5H
- Launches vertically on air hit.
- Disjointed hitbox during the active frames, but a lingering 12f extended hurtbox during recovery.
A chunky swing that's slower than Ky's S normals, but has a bit more range. Sees lots of use to air juggle during combos, since it pops them up high enough to combo into a special or Overdrive. Though it is unsafe on block, it can be difficult to punish at max range and is commonly cancelled into Stun EdgeGuardAllStartup13RecoveryTotal 46Advantage-14 when ending pressure. Since 5H deals a lot of hitstun, it is a reliable way to confirm into Ride the LightningGuardAllStartup8+1Recovery99Advantage-82 even on non-Counter Hit.
5D
- Uncharged Dust
- Uncharged Dust on hit is 0 or neutral frame advantage and causes float
Universal overhead attack that's pretty fast. It can gatling from 5K, 2K, or c.S for an unsafe mixup that can be made safe on block or converted into a full combo on hit by using Roman Cancel.
- Charged Dust
- Charged Dust leads to soft knockdown (+36).
- Holding any upwards direction during the hitstop frames of charged dust will activate Homing Jump:
- Doing a Homing Jump will cause an Area Shift and put the opponent into a unique high damaging air combo state.
- Pressing any attack twice in a row without jump/dash canceling will perform a unique Finishing Blow attack, causing a hard knockdown (+23).
- Homing Jump combos can sometimes increase Tension Balance enough to activate Positive Bonus.
Similar to uncharged Dust but is slow enough to be reacted to. On hit, it results in a very high damaging combo. Charged Dust is also useful for juggling during combos to add damage after a Red Roman Cancel launch or Counter Hit c.S.
2P
Ky's go-to fast normal. Good for mashing out of blockstrings, 5f punishes, or starting low-risk pressure. Stagger 2P > 2P to scout the opponent's defensive options, then confirm into 6P > 214S for a hard knockdown on hit.
Gatling Options: 5P, 2P, 6P, 6K, 6H
2K
- 1 frame faster low than 5K.
A kick with a great balance of speed and range. It's a low-risk check in neutral with longer range than 5K, and Ky's fastest low mixup. It's often used to link together combos, like when you want to OTG pickup after Dire EclatGuardAllStartup14Recovery25Advantage-8 [-6], or continue to combo airborne opponents after landing when hitting with an air normal. Often canceled into 2D for a knockdown, or into 6H for combos in the corner.
Gatling Options: 6P, 6K, 6H, 5D, 2D
2S
- Slightly longer range than f.S, but extends a Counter Hit hurtbox on frame 9, one frame before becoming active.
- Unlike 5H and 6H, the hurtbox starts retracting immediately during recovery, making it harder to whiff punish
Contender for Ky's main poke, with a great balance of range, speed, and cancel options. Often canceled into 5H (with a natural 1f gap) in pressure and combos, and Stun DipperGuardLow, AllStartup7Recovery30Advantage-19 [-14] on max range Counter Hits.
Gatling Options: 5H, 2H
2H
Committal anti-air or frame trap when delay cancelled from c.S that can lead to huge damage on Counter Hit. Not so good to swing all the time during neutral, as it extends Ky's hurtbox significantly.
2D
A sweeping kick that grants a hard knockdown close to Ky, allowing him to start his strong okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. game. If the opponent is too close to Ky on hit, delay Charged Stun EdgeGuardAllStartup39RecoveryTotal 62Advantage+22 [+25] slightly or it'll pass through their invulnerable wakeup frames. The airborne state and resulting slowdown from Counter Hit 2D leads to Foudre ArcGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12] loops for big damage and corner carry.
6P
- Invulnerable above the knees from the startup until the beginning of recovery.
- Launches away on air hit, but leaves standing on ground hit.
- Hard knockdown on air Counter Hit.
Ky's main anti-air and an all-around a great normal due to its upper body invulnerability. Though it doesn't combo into much besides Dire EclatGuardAllStartup14Recovery25Advantage-8 [-6] on non-Counter Hit, it's great for ensuring that whatever is coming from the air has the best possible chance of being beaten. Against grounded opponents, it's invaluable for countering pokes that Ky otherwise finds hard to contest, like Ramlethal's f.SGuardAllStartup11Recovery21Advantage-10 [-13]. When used in combos, 6P is a important cancel from 5P/2P mash into Dire Eclat's hard knockdown.
6K
- Slow, but plus on block.
- Cannot be canceled into special moves.
A risky pressure reset with long startup that's best used after conditioning the opponent to block with frame traps or as a meaty attack Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. on an opponent's wakeup.
6H
- Launches opponent away on hit.
- Wall bounces on hit in the corner.
- Combos from 5K/2K on crouching opponents.
- Disjointed hitbox during the active frames, but a lingering 13f extended hurtbox during recovery.
A huge attack that's great as a haymaker in neutral or for whiff punishing moves. Its startup and recovery are similarly long as 5H's, but because it hits lower to the ground in comparison it will beat lots of 6Ps and low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. attacks like Sol's Night Raid VortexGuardAllStartup15~31 [32]Recovery32Advantage-17. It leads to great reward on Counter Hit when used in pressure as an auto-timed (4f gap) frame trap from 5K and a manually-timed (-1f gap) one from c.S. On midscreen CH it provides a large amount of corner carry when canceled into Foudre ArcGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12], and on corner CH it leads to Ky's highest damage combo routes with its wallbounce and large CH slowdown. Ky takes a step forward during the attack, which makes for stronger pressure resets opportunities after opponents have been conditioned into not challenging the threat of CH 6H and Dire EclatGuardAllStartup14Recovery25Advantage-8 [-6] cancels.
j.P
A fast, short-ranged normal used to interrupt empty Air Dashing opponents and slower air attacks done too close to Ky. Air-to-air j.P can be confirmed easily into j.P itself, which gives plenty of time to input Ride the LightningGuardAllStartup8+1Recovery99Advantage-82 for a lot of damage and a wall break from midscreen.
Gatling Options: j.P
j.K
- Air Dash cancelable
Ky's main air-to-air normal. Rising j.K is difficult for a lot of characters to contest due to its high speed and low recovery. On hit, it can be linked into another falling j.K to bring the opponent down for a ground combo. It can also be canceled into j.D for blockstrings and combos in the corner.
Gatling Options: j.D
j.S
- Air Dash cancelable
A well-rounded air slash suitable for both air-to-air and air-to-ground usage, since its hitbox reaches much farther down than the animation suggests.
When used air-to-air, j.S has more range than j.K, but j.K is generally safer to use in air-to-air situations due to j.S' higher recovery. As it has mid Counter Hit slowdown, j.S reliably converts air-to-air CHs into grounded combo pickups, and with 50% Tension can be confirmed into Ride the LightningGuardAllStartup8+1Recovery99Advantage-82 to deal great damage and break the wall even from midscreen due to the long carrying distance of RTL.
j.S also has niche use in blockstrings due to its j.D gatling and air dash cancel. j.S > 66 > j.S can open up opponents mashing throw or expecting Ky to land with a low, but the airdash leaves a large gap which can be punished. Go for it when the opponent is conditioned to block.
Gatling Options: j.H, j.D
j.H
- Air Dash cancelable.
- Plummets on air hit.
- Does not cross-up despite the animation.
Ky's main jump-in normal along with j.S. It also works as an preemptive air-to-air that hits low enough to catch ground buttons at the same time, but unlike CH j.S airborne opponents are spiked to the ground too rapidly to get anything more than a knockdown for Charged Stun EdgeGuardAllStartup39RecoveryTotal 62Advantage+22 [+25] okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..
Gatling Options: j.D
j.D
- Not special cancelable.
A lightning sigil that stalls Ky's air momentum. Good for making Ky's landing timing unpredictable or as a fairly large disjoint in air-to-air situations. As it's considered a projectile, j.D also excels at intercepting most incoming projectiles, but it is not an overhead and has no meterless followups.
Universal Mechanics
Ground Throw
6D or 4D
- Can throw the opponent either forward or backwards.
- 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
A critical part of Ky's pressure, granting a hard knockdown on hit and allowing him to start his strong okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. game. It's occasionally used defensively due to its fast startup, but it's primarily used to open up opponents that have been conditioned into blocking in order to entice them to mash into frame traps.
The hard knockdown is long enough to safely use Charged Stun EdgeGuardAllStartup39RecoveryTotal 62Advantage+22 [+25] in almost all situations, allowing a mixup and further pressure. If the opponent wasn't thrown into a corner, they have time to jump over an instant CSE. Performing a short dash before CSE allows the projectile to catch jump-outs. It's recommended to use the Dash Button or input 2366H to prevent an accidental Vapor ThrustGuardAllStartup13Recovery44Advantage-38 [-33] from coming out. It's also a common choice to go directly into a safe jump/empty jump low mix-up using IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. j.H/2K.
A ground throw can be followed up at any distance with 6H to OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." the opponent, which can slightly increase the meterless damage. Midscreen, this also allows cancelling the 6H into a meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. 236S. In the corner, the OTG 6H can be followed up with another meaty 6H that will frame trap and hit any non-reversal wakeup option that is not blocking (jump, backdash, wakeup button) slower than 4 frames. Against 3 frame moves, the 6H will trade.
Air Throw
j.6D or j.4D
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
- 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
A powerful, but risky tool for countering air approaches and the startup of some attacks. Use it carefully along with 6P, 2H and Foudre ArcGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12] to discourage jumping. Keeping the opponent on the ground limits their options and allows Ky to take advantage of his strong grounded normals.
Special Moves
Stun Edge
236S
- Applies Shock State to the opponent on contact
- [] values refer to hitting an opponent already in Shock State
- Counter hit state for the entire duration
A basic projectile. Stun Edge (SE) is useful against opponents that like to aggressively and preemptively use grounded normals, as Ky can stand just outside their range and fire it off to deal damage and build some Tension. Hitting an opponent with SE may convince them to stop attacking in order to react to it, opening them up for offensive approaches. It can also be used as a blockstring ender after the pushback of 5H and 6H in pressure, as long as that pushback puts Ky outside of the range of the opponent's longest buttons.
Ky is in Counter Hit state for the move's entire duration, the recovery is lengthy, and the projectile can be both low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.d and Instant Air Dashed over. For these reasons, carefully consider when to throw it out. It's much safer to use in matchups where the opponent has poor mobility such as Potemkin, or matchups where the opponent has no fast projectile of their own such as Goldlewis Dickinson.
In Dragon InstallGuardAllStartup11+1Recovery25Advantage+4, SE hits twice and is a bit safer on contact. You can use it much like you use it normally, only it will now beat other single-hitting projectiles and deals much more chip damage on block, forcing opponents to spend Tension on Faultless Defense or avoid the projectile entirely.
Charged Stun Edge
236H
- Applies Shock State to the opponent on contact
- [] values refer to hitting an opponent already in Shock State
Ky's main okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. tool after scoring a hard knockdown. Charged Stun Edge (CSE) is a large, multi-hitting projectile that is very advantageous on contact, allowing Ky to attempt further pressure and mixups. When landing a 2D at close range, delay CSE so that the projectile doesn't whiff past the opponent's wakeup.
While Ky can also use CSE in neutral to safely cover his approach, it can be risky. It has a longer startup and recovery than Stun EdgeGuardAllStartup13RecoveryTotal 46Advantage-14, which makes it easier to react to, allowing the opppnent the opportunity to close the distance and potentially score a counterhit during the move's long startup and recovery.
In Dragon InstallGuardAllStartup11+1Recovery25Advantage+4, CSE hits five times and is even more plus on block, but is mostly enhanced indirectly by DI Stun DipperGuardLow, AllStartup7Recovery30Advantage-14's hard knockdown, allowing CSE to be used safely afterwards where normally it could not.
Aerial Stun Edge
j.236S/H
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|---|
30 [33] | All | 21 | Until Hit | Until Landing+10 | none | ||
30×2 | All | 21 | Until Hit | Until Landing+10 | none | ||
30 [33] | All | 21 | Until Hit | Until Landing+10 | none | ||
30×2 | All | 21 | Until Hit | Until Landing+10 | none |
- Applies Shock State to the opponent on contact.
- [] values refer to hitting an opponent already in Shock State.
An air projectile used to keep opponents grounded or as an anti anti-air callout. Tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input.ing the H version at fullscreen makes it cover a very good angle that can cover both the ground and the air, and is especially useful against other projectiles in certain matchups e.g. Nagoriyuki's ZarameyukiGuardAllStartup18~29RecoveryTotal 39Advantage+5 and Leo's H Gravierte WürdeGuardAllStartup35RecoveryTotal 66FAdvantage+17. However, Ky has no air action after firing the projectile and has extra landing recovery, making it very unsafe on whiff without a Purple Roman Cancel if an opponent evades it (such as by running underneath the H version).
In Dragon InstallGuardAllStartup11+1Recovery25Advantage+4, it hits twice and deals much more chip damage on block, forcing opponents to spend Tension on Faultless Defense or avoid the projectile entirely.
Stun Dipper
236K
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|---|
20×2 [20, 22] | Low, All | 7 | 12(7)3 | 30 | -19 [-14] | 1-2F Above Shoulders 3-6F Upper Body 7-18F Above Knees |
|
20, 26×2 | Low, All | 7 | 12(7)3 | 30 | -14 | 1-2F Above Shoulders 3-6F Upper Body 7-18F Above Knees |
- The second hit removes Shock State from the opponent on contact.
- [] values refer to hitting an opponent in Shock State.
A very fast sliding attack that can low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. under many other attacks, knocking down on hit. Despite the short knockdown time, Ky remains close enough to the opponent to perform a meaty 5K afterwards to continue pressure. Due to the fixed time gap between the kick attack and the slash attack, the move will not properly combo when performed too close or too far from the opponent. Cancelling into it from Mid or higher Counter Hits will make it combo at any range, even point blank.
With at least 50% Tension available, Roman Cancel makes Stun Dipper a huge threat. The 1st hit becomes a 5 frame low attack that can convert into a full combo at a distance where it would normally not combo, the 2nd hit leads into an extended combo for more damage, and either hit can be Roman Cancelled on block to be made safe while resetting Ky's pressure or even stealing his turn back while under an opponent's pressure.
In Dragon InstallGuardAllStartup11+1Recovery25Advantage+4, the slash gains an extra hit for more damage and causes a hard knockdown instead of a normal one, leaving Ky at +41. This lets you use Charged Stun EdgeGuardAllStartup39RecoveryTotal 62Advantage+45 safely where you normally could not, or simply gain more options to mixup with afterwards off the extended knockdown.
Foudre Arc
214K
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|---|
40 [44] | All | 24 | 11 | 6 | -2~+6 [+5~+12] | 10-11F Foot 12-28F Below Waist |
|
16, 24×2 | All | 24 | 3,2,6 | 6 | +7~+12 | 10-11F Foot 12-28F Below Waist |
- Removes Shock State from the opponent on contact
- [] values refer to hitting an opponent in Shock State
- Hits standing opponents on frame 27, crouching opponents on frame 29
- On-Block value ranges account for being more plus on block when striking later in its active frames (e.g. as a meaty attack Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.)
- Forces opponent into crouching state on ground hit. Hard knockdown on air hit.
- Dashing first causes the move to carry momentum, reaching nearly fullscreen.
- Will whiff over crouching opponents if performed too close to them.
A flying kick with a high arc used to close distance, beat jump outs, and crush low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. attacks. Despite its slow startup, Foudre Arc (FA) covers a large distance quickly and has low recovery, making it a valuable combo tool that gives Ky a large amount of corner carry.
FA shouldn't be used recklessly as the long startup can be counter hit by most normals, you can't combo into anything on normal hit, and it's negative if blocked correctly. The situation on block can change depending on how late into the attack it hits the opponent, but in general assume that Ky is -1 on standing block, and +1 on crouching block. It's good for preemptively calling out jumping opponents since it will force them back to the ground with extra landing blockstun, leaving Ky at significant advantage. It can also be used to counter hit low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. attacks, which will also enable combos.
Shock State FA is much better. It can now be used to definitively reset pressure on block, since it will be Ky's advantage regardless of whether it is blocked crouching or standing. On grounded hit, it now also combos into 2K or c.S for extra damage. Keep in mind that FA can still be interrupted during the startup, so it's best to use it after the opponent is sufficiently conditioned via other options to not press anything and isn't going to react in time to counter it.
In Dragon InstallGuardAllStartup11+1Recovery25Advantage+4, FA retains its advantages from Shock State and deals even more damage. DI Charged Stun EdgeGuardAllStartup39RecoveryTotal 62Advantage+45 > FA is a gapless sequence that deals a large amount of chip damage, forcing opponents to choose between taking the damage or spending a large amount of Tension on Faultless Defense.
Vapor Thrust
623S/H
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|---|
48 [52] | All | 11 | 4 | 43 | -33 [-28] | 1-14f Strike | |
30×2 | All | 11 | 4 | 43 | -26 | 1-14F Strike | |
60 [66] | All | 13 | 8 | 44 | -38 [-33] | 7-16F Strike | |
25×3 | All | 13 | 6 | 39 | -22 | 7-18F Strike |
- Removes Shock State from the opponent on contact.
- [] values refer to hitting an opponent in Shock State.
- Air Vapor Thrusts have a recovery of Until Landing+12f.
- Cannot be Roman Canceled on whiff.
- The H version is Ky's highest damage meterless wallbreaker.
An invincible reversal attack with a wide arc that reaches behind Ky's head, launching the opponent away. Vapor Thrust (VT) is poor when used on wakeup, since it's somewhat slow, vulnerable to throws, and easily whiffs on opponents doing low attacks. It is still useful as an anti-air that beats cross-ups, a risky gamble to escape pressure, and corner combo filler to add damage. The S version is slightly faster, while the H version launches Ky farther forward with more active frames, giving it more range. Which one to use varies depending on the situation, but S is best for speed which is generally useful on wakeup, and H is best for damage and consistently beating an attack.
If VT hits an opponent in Shock State, it deals more damage and pops them up high enough to combo afterwards with a grounded move, extending combos in the corner.
In Dragon InstallGuardAllStartup11+1Recovery25Advantage+4, VT launches the opponent at a sharper vertical angle which leaves them closer to Ky, and you can combo from the H version even midscreen with 5K or c.S. Since it becomes a multi-hit attack, it's better to wall break with a high damage normal like 6H or 5[D] instead of Vapor Thrust while in Dragon Install.
Dire Eclat
214S
- Applies Shock State to the opponent on contact
- [] values refer to hitting an opponent already in Shock State
One of Ky's main combo enders, Dire Eclat (DE) gives both a hard knockdown and Shock State when other moves he has only do one or the other. It has fairly large pushback on block but is quite minus, enough to be unsafe in some matchups (e.g. Sol and Ramlethal) and universally if Instant Blocked. On hit, DE allows for a safe jump with dash IAD j.H or dash Foudre ArcGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12] afterwards. It's also used in high-damage corner combos to apply Shock State mid-combo to allow Ky to follow up after H Vapor ThrustGuardAllStartup13Recovery44Advantage-38 [-33] for more damage, or a wall breaker to apply Shock State before the reset to neutral. There is a brief amount of time where the opponent is still considered in an airborne juggle state while sliding on the ground and can be relaunched with moves such as 5K/2K and 5H. Normally, DE's pushback prevents Ky from meaningfully taking advantage of this but by combining various factors such as being closer to corner, landing an air hit, or landing a Counter Hit, combos can be extended for more damage or even wall breaks.
In Dragon InstallGuardAllStartup11+1Recovery25Advantage+4, it hits more times and the pushback on contact is even larger.
Overdrives
Ride the Lightning
632146H (Air OK)
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|---|
18×4, 42 [19×4, 52] | All | 8+1 | 3×4(20)2 | 99 | -82 | 1-10F Full | |
9×8, 26, 25×2 | All | 8+1 | 2×8(20)2×3 | 99 | -79 | 1-15F Full | |
18×4, 42 [19×4, 52] | All | 8+1 | 3×4(20)2 | 99 | 1-10F Full | ||
9×8, 26, 25×2 | All | 8+1 | 2×8(20)2×3 | 99 | 1-15F Full |
- [] damage values refer to hitting an opponent in Shock State.
- Hitting an opponent in the corner with the final hit causes a Wall Break and leaves Ky +36 afterwards.
A powerful attack with invincible startup and extremely long recovery. Ride the Lightning (RTL) has quick startup and lengthy forward momentum, making it adaptable as a combo ender in many situations where it can wall break from quite a distance from the corner (slightly past the middle of the stage). Since a wall break with an Overdrive deals high damage, locks the opponent out of Burst, and grants a hard knockdown, short confirms into Ride the Lightning are a great option. RTL could be considered a free wall break once Ky reaches 50% Tension, as the meter spent will quickly be replenished by the resulting Positive Bonus.
The gap between the charging portion of the attack and the flourish at the end can be punished with fast attacks, Overdrives, and throws. Don't wait until the second half of RTL to Roman Cancel it to stay safe on block.
In Dragon InstallGuardAllStartup11+1Recovery25Advantage+4, RTL hits more times and also deals a huge amount of chip damage but much of the damage is backloaded into the interruptible 2nd half of the attack, making the chip-out usage of it more of a knowledge check/gimmick. For an air tight chip kill with 100% Tension, 236H > 66PRC (> 236H 1st hit) > 632146H is an expensive option in which RTL constantly pushes the opponent out of Charged Stun EdgeGuardAllStartup39RecoveryTotal 62Advantage+45, extending CSE's active time and covering RTL's gap later. It chips ~>17% on Ky if normal blocked or drains ~75% Tension on Faultless Defense.
Sacred Edge
236236P
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|---|
22×5 [26×5] | All [All (Guard Crush)] | 4+3 | Until Hit | Total 38 | +10 [+26] | none | |
20×8 | All (Guard Crush) | 4+3 | Until Hit | Total 38 | +32 | none |
- Applies Shock State to the opponent on contact
- [] values refer to hitting an opponent already in Shock State
- Hitting an opponent in the corner causes a Wall Break and leaves Ky +36 afterwards.
A large and fast moving projectile that's very advantageous on block. Gains more damage and frame advantage when hitting an opponent in Shock State. Usually used as combo filler to add more damage, but it also works as an anti-zoning tool as it blows through ordinary projectiles. Choosing to use it as the wall breaking Overdrive puts the opponent in Shock State in addition to the usual Overdrive wall break hard knockdown, giving you more pressure options afterwards. The resulting Positive Bonus will also quickly replenish the spent Tension.
In Dragon InstallGuardAllStartup11+1Recovery25Advantage+4, it hits more times and no longer loses hits when clashing with other attacks, increasing its utility as an anti-zoning tool.
Dragon Install
214214H at 30% health or less
- Can only be activated when at 30% or lower HP. Ky's health bar will turn orange and he will have a red lightning effect on his upper body.
- Enhances Ky's specials and Overdrives for the rest of the round.
- 1f of startup after cinematic, meaning the opponent can reversal through it.
- Hitting an opponent with the activation shockwave in the corner causes a Wall Break and leaves Ky +36 afterwards.
A transformation super for enabling comebacks. It is difficult to get into safely, since it has a long recovery and no invulnerability. Generally, you'll need to combo into the activation or do it off of a hard knockdown such as 2D, Dire EclatGuardAllStartup14Recovery25Advantage-8 [-6], or throw. If the opponent blocks the shockwave, it's usually safe unless it was Instant Blocked or done to a cornered opponent, since either of these will cancel the pushback. Using it as a wall breaker to gain Positive Bonus and the Overdrive wall break hard knockdown is another potentially powerful option.
In Dragon Install, Ky gains access to powered up special moves and Overdrives, plus high damage H Vapor ThrustGuardAllStartup13Recovery39Advantage-22 loop combos. Check the Strategy section for more details.
External References
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Proration
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall