GGST/Ky Kiske: Difference between revisions

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Ky's main anti-air normal.
Ky's main anti-air normal.
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Committal anti-air, can lead to big damage on counter hit. Combo filler otherwise.
Committal anti-air, can lead to big damage on counter hit. Combo filler otherwise.
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Gives hard knockdown, make sure to delay Charge Stun Edge for oki or it'll pass through them.
Gives hard knockdown, make sure to delay Charge Stun Edge for oki or it'll pass through them.
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Ky's main air-to-air normal.
Ky's main air-to-air normal.
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* Can throw the opponent either forward or backwards.
* Can throw the opponent either forward or backwards.
* Knockdown on hit.
* Knockdown on hit.
Ky throws the opponent up in the air before stabbing them. If they aren't in 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 it's fast startup, but it really shines after Charge Stun Edge oki when they have to guess your mixup.
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Ky throws the opponent up in the air before stabbing them. If they aren't in 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 it's fast startup, but it really shines after Charge Stun Edge oki when they have to guess your mixup.
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Revision as of 00:28, 14 June 2021



Overview
Overview

Ky is comfortable anywhere, but he excels in grounded footsies. He uses his far-reaching f.S to check opponents and complements it with 2S, 5H, 6H, and 2D. Frustrated opponents that jump at him will find themselves dealing with his upper body invulnerable 6P and disjointed 2H. 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, then apply his strong pressure game by mixing in low attacks, frame traps, throws, and pressure resets with 6K.

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.

 Ky Kiske  Ky Kiske is a classic all-rounder, classified as a Balance type.

Pros
Cons
  • 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: Charge Stun Edge gives Ky good pressure from any 2D or throw knockdown, the latter of which he gets a lot due to how his pressure works.
  • 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's projectiles and 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.
Error: No field named "weight" found for any of the specified database tables.
Ky Kiske

Normal Moves

5P

5K

c.S

f.S

5H

5D

6P

6K

6H

2P

2K

2S

2H

2D

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

No results
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

  • 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 in 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 it's 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

Stun Edge Charge Attack

236H

Aerial Stun Edge

j.236S/H

Stun Dipper

236K

Foudre Arc

214K

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
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

  • Removes Shock State from the opponent on contact
  • [] values refer to hitting an opponent in Shock State
  • 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 many other attacks, and is safe on block. 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 slightly 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

Dire Eclat

214S

Overdrives

Ride The Lightning

632146H (Air OK)

Sacred Edge

236236P

Dragon Install

214214H at 30% or less health

External References

Navigation

To edit frame data, edit values in GGST/Ky Kiske/Data.

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