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A poke that's slighty slower and a bit less range than 2S, but has more active frames and may hit opponents out of the air. On block it can cancel into {{clr|4|5H}} letting Ky frametrap from one of his longest normals and remain safe with a special cancel. Good candidate for [[GGST/Ky Kiske/Strategy#236S/236K counter Option Select| option selecting between 236S and 236K.]] | |||
A poke that's slower and | |||
[[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}} |
Revision as of 09:57, 21 June 2021
Please feel free to make edits, but include edit summaries and sources where applicable.
Ky is comfortable anywhere, but he excels at grounded neutral. He uses his far-reaching f.S and 2S to check opponents and complements them with 5H, 6H, and 2D. Frustrated opponents that jump at him will find themselves dealing with his upper body invulnerable 6P. Any one of these pokes or anti-airs can lead into a knockdown or a solid combo. After securing a knockdown, Ky can safely set up okizeme using Charged Stun Edge or airdash cancel safejumps, then apply his pressure game by mixing in low attacks, frame traps, throws, and pressure resets with 6K and Foudre Arc.
When Ky finds himself farther away from the opponent he can use his Stun Edge projectiles to harass them, either covering his approach or playing keep-away. If footsies don't cut it, Ky can use Stun Dipper to slide under pokes/projectiles and score knockdowns, Foudre Arc to reset pressure and hop over lows, or his reversal Vapor Thrust to challenge pressure.
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.
- Jack of All Trades: Ky's moveset is designed to be able to handle all manner of situations. He can zone, he can poke, and he can pressure.
- Defense: Ky has access to a meterless reversal with Vapor Thrust. He can also get a meterless knockdown off his P buttons with 6P > 214S.
- Great Neutral: almost all of his buttons are great pokes and they are complemented by his Stun Edge fireball.
- Okizeme: FDC Safejumps and Charge Stun Edge give Ky good pressure from certain knockdowns and create ambiguous crossups, or catch reversal backdashes and fuzzy throws.
- Mixups: Ky needs to get a good knockdown or spend meter on a Roman Cancel in order to extend his mixups beyond strikes and throws.
- Frame Advantage: Ky lacks a truly safe string ender. Dire Eclat is punishable by some far pokes (and most buttons if IB'd) and Stun Edge is both very minus and counter hit for its entire duration.
Ky Kiske |
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Normal Moves
5P
- Whiffs on most crouching characters (excluding Potemkin and Nagoriyuki).
Basic jab that has slightly better frame advantage than normal. Useful mostly as a fast anti-air, or in a situation where your 6P input is crossed up. Confirm hits on airborne opponents by picking up with 2S > 5H.
Gatling Options: 5P, 2P, 6P, 6K, 6H
5K
- Standing low.
- Very active, great for meaty setups.
- Hits surprisingly high up.
- Jump cancelable.
Excellent normal that also gatlings into Ky's sweep for a double low sequence that leads to okizeme. Due to its long active frames, it can be used to stuff many attacks in neutral, such as May's horizontal dolphins. If you use 5K on okizeme, you can time it to hit meaty to significantly increase its frame advantage up to +5 on block for stronger pressure and combos.
Gatling Options: 6P, 6K, 6H, 5D, 2D
c.S
- Go-to punish starter.
- Ground bounces on air hit.
- Jump cancelable.
Often used to start pressure at close range or after a knockdown. It can be jump canceled, and can be canceled into a ton of different normals to frame trap and bait defensive options (such as c.S > 2S). Since it's not very negative on block, you can scare the opponent with frame traps and then reset pressure by dashing up with another c.S or going for a throw.
Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D
f.S
A poke that's slighty slower and a bit less range than 2S, but has more active frames and may hit opponents out of the air. On block it can cancel into 5H letting Ky frametrap from one of his longest normals and remain safe with a special cancel. Good candidate for option selecting between 236S and 236K.
Gatling Options: 5H, 2H
5H
- Launches vertically on air hit.
Slower than Ky's S normals, but has a bit more range. Sees lots of use in combos, where it launches the opponent up for 214K. You generally don't want to end strings with this on its own but it can be difficult to punish at max range.
5D
- [] values refer to the held version
An overhead attack. The held version is slower, but leads to the Dust Homing Jump for a massive damage combo on hit. Both versions are can be used in RC juggle combos to boost Ky's damage.
6P
The Return of D.G.E
- Launches away on air hit, but leaves standing on ground hit.
Ky's main anti-air normal. Combos into Dire Eclat for a knockdown.
6K
- Slow, but plus on block.
- Cannot be canceled into special moves.
Risky pressure reset with long startup that's best used after conditioning the opponent to block with frame traps or as a meaty 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.
A huge attack that leads to great reward and corner carry on counter hit. Great as a haymaker in neutral or for whiff punishing moves, though be careful of the long startup and recovery. Useful in pressure as a frame trap from 5K and c.S, especially since Ky takes a step forward during the attack, which makes it easier to keep the pressure on. Also integral in corner combos due to its wallbounce property.
2P
Ky's go-to fast normal. Good for mashing out of blockstrings, 5f punishes, or starting low-risk pressure. Stagger 2P > 2P to catch people's defensive options, then confirm into 6P > 214S for a hard knockdown.
Gatling Options: 5P, 2P, 6P, 6K, 6H
2K
Both 5K and 2K hit low, but 2K is one frame faster.
Gatling Options: 6P, 6K, 6H, 5D, 2D
2S
- Longer range than f.S
Ky's main low poke that acts as a complement to f.S. If your opponent can go under f.S, use 2S to discourage them.
Gatling Options: 5H, 2H
2H
Committal anti-air or frame trap from c.S that can lead to huge damage on counter hit. Combo filler otherwise, as it extends Ky's hurtbox significantly.
2D
Gives hard knockdown, make sure to delay Charge Stun Edge for oki or it'll pass through them.
j.P
Gatling Options: j.P
j.K
Ky's main air-to-air normal. Rising j.K is pretty difficult for a lot of the cast to contest.
Gatling Options: j.D
j.S
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.
Gatling Options: j.H
j.H
- Plummets on air hit.
Ky's main jump-in normal along with j.S.
j.D
Good for delaying your landing or as a disjoint in air-to-air situations.
Universal Mechanics
Ground Throw
- Can throw the opponent either forward or backwards.
- Knockdown on hit.
Ky throws the opponent up in the air before stabbing them. If they aren't thrown into a corner they have time to jump Charge Stun Edge so it's usually best to IAD j.H midscreen. You're able to use it defensively due to its fast startup, but it really shines after Charge Stun Edge oki when they have to guess your mixup.
Air Throw
Special Moves
Stun Edge
236S
- Applies Shock State to the opponent on contact
- [] values refer to hitting an opponent already in Shock State
- Counterhit state for the entire duration
Stun Edge is Ky's basic projectile, but is only situationally useful. It can be used as a blockstring ender, but only if you know that pushback will put you far outside of the range of the opponent's longest buttons. In many exchanges, its recovery is so long that it can be punished and get you killed both on block and on hit. It is counterhit for the entire duration, so in some matchups you will die if you use this move against a knowledgeable player. Additionally, the move can be low profiled and easily Instant Air Dashed over, which adds to the danger of using it.
Sol:
- From half a step forwards from round start distance, Sol can CH punish on block with 6H
- He can do it on hit from 1 step closer instead of half a step.
- If you frame trap from max range 2P > 236S, and Sol mashes 6H, he will get hit by the fireball, then counterhit punish you anyways![1]
- Sol can react to the startup and punish from any distance further than round start with Night Raid Vortex.
- From 1 step forwards from round start distance, these characters can CH punish on block with f.S
Stun Edge Charge Attack
236H
- Applies Shock State to the opponent on contact
- [] values refer to hitting an opponent already in Shock State
A large, multi-hitting projectile that is very advantageous on contact, allowing Ky to attempt further pressure and mix-ups. When landing a 2D at close range, delay 236H so that the projectile doesn't whiff past an opponent's wakeup.
Aerial Stun Edge
j.236S/H
- 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. The landing recovery makes it very unsafe on whiff if an opponent runs underneath the H version.
Stun Dipper
236K
- Removes Shock State from the opponent on contact
- [] values refer to hitting an opponent in Shock State
A fast sliding attack that can go under many other attacks. The slash part will not properly combo if the move is performed too close or too far from the opponent, but the extra hitstun from Medium or higher Counter Hits will make it combo at any range, even point blank. In Dragon Install, the slash gains an extra hit for more damage and causes a hard knockdown instead of a soft one, leaving Ky at +41.
Foudre Arc
214K
- Removes Shock State from the opponent on contact
- [] values refer to hitting an opponent in Shock State
- On-Block value ranges account for being more plus on block when striking as a meaty.
- Forces opponent into crouching state on ground hit
Flying kick with a high arc. Despite its slow startup, it covers a large distance quickly, can hop over low attacks, and is safe on block at worst. Dashing first causes the move to carry a large amount of dash momentum, letting it reach nearly fullscreen. If it hits the opponent while they are in Shock State or while Ky is in Dragon Install, it gains more advantage on standing block and even more on crouching block, and causes enough hitstun on hit to allow a meterless followup combo.
Vapor Thrust
623S/H
- Removes Shock State from the opponent on contact
- [] values refer to hitting an opponent in Shock State
An invincible reversal attack with a wide arc that reaches behind Ky's head, launching the opponent away. Poor when used on wakeup, since it's somewhat slow, susceptible to throws, and easily whiffs on opponents doing low attacks, but still useful as an anti-air that catches cross-ups, a risky gamble to escape pressure, and corner combo filler to add damage.
The version is slightly faster, while the version launches Ky farther forward with more active frames, giving it more range.
If it hits an opponent in Shock State, it deals more damage and pops them up high enough to be juggled afterwards, extending combos in the corner.
In Dragon Install, it launches the opponent at a sharper vertical angle which leaves them closer to Ky, and you can combo from the version even midscreen.
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. Fairly large pushback on both hit and block, but is minus enough to be unsafe in some matchups (e.g. Ramlethal) and universally if Instant Blocked. On hit, allows for a safe jump with dash IAD j.H or dash 214K afterwards.
Overdrives
Ride The Lightning
632146H (Air OK)
- [] damage values refer to hitting an opponent in Shock State
A powerful, forward-moving attack with invincible startup and extremely long recovery. Hitting an opponent in the corner causes a wall break and leaves you +36 afterwards.
Sacred Edge
236236P
- Puts the opponent in Shock State on contact.
- [] values refer to hitting an opponent already in Shock State
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 and even more while Ky is in Dragon Install.
Dragon Install
214214H at 30% or less health
- 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, but severely reduces his Tension gain.
- The shockwave released is deceptively short in horizontal range and deceptively long vertically.
- 1f of startup after cinematic, meaning the opponent can reversal through it.
- Hitting with the activation shockwave near the corner will cause a wall break.
Dragon Install (DI) is very difficult to get into safely, since it has long startup and recovery, as well as startup after the super cinematic. Generally you'll need to combo into the activation, or do it off of a hard knockdown like after 2D or 214K. If you can get the opponent to block the shockwave, it can be safe unless instant blocked or done to a cornered opponent, since both of these will cancel the pushback and leave you open for a jab or throw punish.
Once Ky is transformed, his main reward is that he gains access to meterless, high damage DP loop combos and specials that are stronger in many ways than even his SS specials. However, the resulting permanent tension cooldown severely limits his options for the rest of the round, all but locking you out of your overdrives and RCs unless you entered with 100 tension. In some specific cases, his specials may be better or worse. For example, Stun Edge will normally be destroyed by Leo's S projectile, but DI Stun Edge will pass through the S projectile since it has two hits of durability. In corner combos, 214S > 662K relaunches become impossible due to the increased pushback from DI 214S, meaning you'll need to remember to go into different routes while in DI.
94% complete | ||
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Page | Status | % |
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Overview | All moves have adequate descriptions, more useful information is still welcome! Also could use transparent hitbox images for clarity. Try to move any overly long/complex descriptions to the strategy section and link there in relevant moves. | 20/20 |
Combos | Combo theory present, but needs much more fleshing out and detail. Missing video examples. Some redundant/non-practical combos need pruning. | 5/10 |
Strategy | Doesn't have video examples of general gameplan. Other than that, it is complete. | 19/20 |
Frame Data | Complete. | 50/50 |