Difference between revisions of "GGST/Ky Kiske"

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* Applies Shock State to the opponent on contact
 
* Applies 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
* Hits 5 times while in Dragon Install
 
  
 
A large, multi-hitting projectile that is very advantageous on contact, allowing Ky to attempt further pressure and mix-ups. When landing a {{clr|5|2D}} at close range, delay {{clr|4|236H}} so that the projectile doesn't whiff past an opponent's wakeup.
 
A large, multi-hitting projectile that is very advantageous on contact, allowing Ky to attempt further pressure and mix-ups. When landing a {{clr|5|2D}} at close range, delay {{clr|4|236H}} so that the projectile doesn't whiff past an opponent's wakeup.

Revision as of 04:30, 14 June 2021


Template-Alert.png Disclaimer
This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.
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.


Lore:A serious man who dedicates himself completely to his work, the people, and his morals.

His love for justice and determination to help those less fortunate is reflected in all aspects of his life. On the other hand, this also means he can show rather extreme dislike for anything that disrupts the peace or breaks the rules. After taking his position as King, this enthusiasm shifted into a broader perspective, allowing him to see the world from a variety of viewpoints.

This isn't to say, however, that he can't still come off as naïve and emotional at times.
Playstyle
GGST Ky Kiske Icon.png Ky Kiskeis 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.
Shock State
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.


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

Air Throw

Special Moves

Stun Edge

236S

Stun Edge Charge Attack

236H

Aerial Stun Edge

j.236S/H

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
j.236S 30 [33] All 21 Until Hit Until L+14 - none
DI j.236S 30*2 All 21 Until Hit Until L+14 - none
j.236H 30 [33] All 21 Until Hit Until L+14 - none
DI j.236H 30*2 All 21 Until Hit Until L+14 - 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. The landing recovery makes it very unsafe on whiff if an opponent runs underneath the H version.

Stun Dipper

236K

Foudre Arc

214K

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
214K 40 [44] All 24 11 8 -1~+6 [+4~+11] none
DI 214K 16, 24*2 All 24 3,2,6 8 +6~+11 none

  • 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

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
623S 48 [52] All 11 4 43 -33 Strike 1-14f
DI 623S 30*2 All 11 4 43 -26 Strike 1-14f
623H 60 [66] All 13 8 44 -38 Strike 1-16f
DI 623H 25*3 All 13 6 39 -22 Strike 1-18f
j.623S 48 [52] All 11 4 Until L+12 - Strike 1-14f
DI j.623S 30*2 All 11 4 Until L+12 - Strike 1-14f
j.623H 60 [66] All 13 8 Until L+12 - Strike 1-16f
DI j.623H 25*3 All 13 6 Until L+12 - Strike 1-18f

  • 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 hits on both sides of Ky, launching the opponent away. If it hits the opponent while they are in Shock State, it deals more damage. In Dragon Install, it launches the opponent at a sharper vertical angle which leaves them closer to Ky, and the H version will cause enough hitstun to allow a meterless follow-up combo.

Dire Eclat

214S

Overdrives

Ride The Lightning

632146H (Air OK)

Sacred Edge

236236P

Dragon Install

214214H at 30% or less health

External References

Navigation

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