GGST/Ky Kiske: Difference between revisions

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======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{Overview
{{Overview
| overview = Ky is comfortable anywhere, but he excels at grounded neutral. He uses his far-reaching {{clr|3|f.S}} and {{clr|3|2S}} to check opponents at mid-range, and complements them with {{clr|2|2K}}, {{clr|4|5H}}, {{clr|4|6H}}, and {{clr|5|2D}}. Frustrated opponents that jump at him will find themselves dealing with his upper body invulnerable {{clr|1|6P}} and massive {{clr|4|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 or airdash cancel safejumps, then apply his pressure game by mixing in low attacks, frame traps, throws, and pressure resets with {{clr|2|6K}} and Foudre Arc.
| overview = Ky is comfortable anywhere, but he excels at grounded neutral. He uses his far-reaching {{clr|3|f.S}} and {{clr|3|2S}} to check opponents at mid-range, and complements them with {{clr|2|2K}}, {{clr|4|5H}}, and {{clr|4|6H}}. Frustrated opponents that jump at him will find themselves dealing with his upper body invulnerable {{clr|1|6P}} and massive {{clr|4|2H}}. Any one of these pokes or anti-airs can lead into a knockdown or a solid combo. After securing a knockdown with {{clr|5|2D}}, [[GGST/Ky Kiske#Stun Dipper|Stun Dipper]], or [[GGST/Ky Kiske#Universal Mechanics|throws]], Ky can safely set up {{keyword|okizeme}} using [[GGST/Ky Kiske#Charged Stun Edge|Charged Stun Edge]] or airdash [[GGST/Defense#Faultless_Defense|Faultless Defense]] Cancel safejumps, then apply his pressure game by mixing together low/{{keyword|meaty}} attacks, frame traps, more throws, and pressure resets with {{clr|2|6K}} and [[GGST/Ky Kiske#Foudre Arc|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 or projectiles, Foudre Arc to reset pressure and hop over lows, or his {{keyword|DP}} Vapor Thrust to challenge pressure.
When Ky finds himself farther away from the opponent he can use his [[GGST/Ky Kiske#Stun Edge|Stun Edge]] projectiles to harass them, either covering his approach or playing keep-away. If the neutral situation becomes difficult, Ky can take more risk by using Stun Dipper to slide under pokes or projectiles, Foudre Arc to reset pressure and hop over lows, or his {{keyword|DP}} [[GGST/Ky Kiske#Vapor Thrust|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.
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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| pros =  
| pros =  
*'''Jack of All Trades:''' Can handle all manner of situations. Ky can play keep away, poke at mid-range, and pressure at close range.
*'''Jack of All Trades:''' Can handle all manner of situations. Ky can play keep away, poke at mid-range, and pressure at close range.
*'''Defense:''' Has access to a meterless reversal with [[GGST/Ky Kiske#Vapor Thrust|Vapor Thrust]]. He can also get a meterless knockdown off his P buttons with {{clr|1|6P}} > {{clr|3|214S}}.
*'''Great Neutral:''' Many of Ky's normals are great pokes and they are complemented by his [[GGST/Ky Kiske#Stun Edge|Stun Edge]] projectile.
*'''Great Neutral:''' Many of Ky's normals are great pokes and they are complemented by his [[GGST/Ky Kiske#Stun Edge|Stun Edge]] projectile.
*'''Okizeme:''' Ky gets strong pressure and mixup from certain knockdowns using FDC Safejumps and [[GGST/Ky Kiske#Stun Edge Charge Attack|Charge Stun Edge]].
*'''Strong Okizeme:''' Ky gets strong pressure and mixup from certain knockdowns using [[GGST/Defense#Faultless_Defense|Faultless Defense]] Cancel Safejumps and [[GGST/Ky Kiske#Charged Stun Edge|Charged Stun Edge]].
*'''Versatile Defense:''' Has access to a meterless reversal with [[GGST/Ky Kiske#Vapor Thrust|Vapor Thrust]]. He can also get a meterless knockdown off his {{clr|1|P}} buttons with {{clr|1|6P}} > [[GGST/Ky Kiske#Dire Eclat|Dire Eclat]].
| cons =  
| cons =  
*'''Mixups:''' Needs to get a good knockdown or spend meter on a [[GGST/Movement#Roman_Cancels|Roman Cancel]] in order to extend his mixups beyond strikes and throws.
*'''Expensive Mixups:''' Needs to get a good knockdown or spend meter on [[GGST/Movement#Roman_Cancels|Roman Cancels]] in order to extend his mixups beyond strikes and throws.
*'''Frame Advantage:''' Lacks a truly safe blockstring ender. [[GGST/Ky Kiske#Dire Eclat|Dire Eclat]] is punishable by some far pokes (and most buttons if IB'd) and [[GGST/Ky Kiske#Stun Edge|Stun Edge]] is both very minus and ''counter hit for its entire duration.''
*'''Poor Frame Advantage:''' Lacks a truly safe blockstring ender. [[GGST/Ky Kiske#Dire Eclat|Dire Eclat]] is punishable by some far pokes (and most buttons if IB'd) and [[GGST/Ky Kiske#Stun Edge|Stun Edge]] has very high recovery and is ''counter hit for its entire duration.''
| difficulty_rating = 5
| difficulty_rating = 5
| official_difficulty = yes
| official_difficulty = yes
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*Whiffs on most crouching characters (excluding Potemkin and Nagoriyuki).
*Whiffs on most crouching characters (excluding {{Character Label|GGST|Potemkin}} and {{Character Label|GGST|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 {{clr|3|2S}} > {{clr|4|5H}}.
A quick jab that has slightly better frame advantage than normal. Useful mostly as a fast anti-air, or in a situation where a {{clr|1|6P}} input would be crossed up. Confirm hits on airborne opponents by picking up with {{clr|3|2S}} > {{clr|4|5H}}.


[[GGST/Ky_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}
[[GGST/Ky_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}
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* Hits surprisingly high up.
* Hits surprisingly high up.
* Jump cancelable.
* 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 {{clr|2|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.
 
Excellent normal that also gatlings into Ky's {{clr|5|2D}} for a double low sequence that leads to a knockdown and {{keyword|okizeme}}. When using {{clr|2|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. Due to its long active frames, it can also be used to stuff many attacks in neutral, such as {{Character Label|GGST|May|label=May's}} [[GGST/May#Mr. Dolphin Horizontal|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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A poke that's slighty slower and a bit less range than {{clr|3|2S}}, but has more active frames and may hit opponents out of the air. It can be canceled into 5H on block for a long range frame trap. Good candidate for [[GGST/Ky Kiske/Strategy#236S/236K counter Option Select| option selecting between 236S and 236K.]]
A poke that's slightly slower and has a bit less range than {{clr|3|2S}}, but has more active frames and may hit opponents out of the air. It can be canceled into {{clr|4|5H}} on block for a long range frame trap. Good candidate for [[GGST/Ky Kiske/Strategy#236S/236K counter Option Select| option selecting between {{clr|3|236S}} and {{clr|2|236K}}.]]


[[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.
*Disjointed hitbox during the active frames.


A chunky swing that's slower than Ky's {{clr|3|S}} normals, but has a bit more range. Sees lots of use in combos, where it launches the opponent up for special/overdrive combos. Though it is unsafe on block, it can be difficult to punish at max range. Since {{clr|4|5H}} deals a lot of hitstun, Ky can one hit confirm into Ride the Lightning without too much difficulty.
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. Though it is unsafe on block, it can be difficult to punish at max range. Since {{clr|4|5H}} deals a lot of hitstun, Ky can one hit confirm into {{clr|4|632146H}} without too much difficulty.
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* [] values refer to the held version
* [] values refer to the held version
An overhead attack. The held version is slower, but leads to the Dust [[GGST/Offense#Homing_Jump|Homing Jump]] for a massive damage combo on hit. Both versions can be used in RC juggle combos to boost Ky's damage, such as counter hit c.S > 5D, or RC > 665D.
Ky's overhead attack. The held version is slower, but leads to the Dust [[GGST/Offense#Homing_Jump|Homing Jump]] for a massive damage combo on hit. Both versions can be used in RC juggle combos to boost Ky's damage, such as counter hit {{clr|3c.S}} > {{clr|5|5D}}, or RC > 66{{clr|5|5D}}.
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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 Dire Eclat {{clr|3|214S}}, it's great for ensuring that whatever is coming at you 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 {{clr|3|f.S}}. When used in combos, {{clr|1|6P}} is a important linker from {{clr|1|5P/2P}} mash into Dire Eclat {{clr|3|214S}} HKD.
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 {{clr|3|214S}} on non-Counter Hit, it's great for ensuring that whatever is coming at you 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}} {{clr|3|f.S}}. When used in combos, {{clr|1|6P}} is a important cancel from {{clr|1|5P/2P}} mash into {{clr|3|214S}}'s hard knockdown.
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* Slow, but plus on block.
* Slow, but plus on block.
* Cannot be canceled into special moves.
* 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.
 
A 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.
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*Disjointed hitbox during the active frames.
*Disjointed hitbox during the active frames.


A huge attack that leads to great reward and corner carry on counter hit when canceled into {{clr|2|214K}}. Great as a haymaker in neutral or for whiff punishing moves, though be careful of the long startup and recovery. Because it hits so low to the ground, it will beat lots of {{clr|1|6P}}'s and low profile attacks like {{Character Label|GGST|Sol Badguy|label=Sol}}'s [[GGST/Sol Badguy#Night Raid Vortex|Night Raid Vortex]]. Useful in pressure as an auto frametrap from {{clr|2|5K}}, {{clr|3|c.S}} and even {{clr|1|2P}}, 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 (6H > 214K, 6H > 214S, etc.)  
A huge attack that leads to great reward and corner carry on counter hit when canceled into {{clr|2|214K}}. Great as a haymaker in neutral or for whiff punishing moves, though be careful of the long startup and recovery. Because it hits so low to the ground, it will beat lots of {{clr|1|6P}}'s and low profile attacks like {{Character Label|GGST|Sol Badguy|label=Sol}}'s [[GGST/Sol Badguy#Night Raid Vortex|Night Raid Vortex]]. Useful in pressure as an auto frame trap from {{clr|2|5K}}, {{clr|3|c.S}} and even {{clr|1|2P}}, 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 ({{clr|4|6H}} > {{clr|2|214K}}, {{clr|4|6H}} > {{clr|3|214S}}, etc.)  
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*Slightly longer range than {{clr|3|f.S}}.
*Slightly longer range than {{clr|3|f.S}}.
*Unlike {{clr|3|f.S}} and {{clr|4|5H}}, the hurtbox retracts making it harder to whiff punish.
*Unlike {{clr|3|f.S}} and {{clr|4|5H}}, the hurtbox retracts making it harder to whiff punish.
Contender for Ky's main poke, with a great balance of range, speed, and cancel options. Good candidate for [[GGST/Ky Kiske/Strategy#236S/236K counter Option Select| option selecting between 236S and 236K.]]
Contender for Ky's main poke, with a great balance of range, speed, and cancel options. Good candidate for [[GGST/Ky Kiske/Strategy#236S/236K counter Option Select| option selecting between {{clr|3|236S}} and {{clr|2|236K}}.]]


[[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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Gives hard knockdown. If opponent is not pushed far enough( {{clr|5|2D}} lands on the tip), delay Charge Stun Edge for oki or it'll pass through them. Counter Hit {{clr|5|2D}} can be picked up by {{clr|3|c.S}} or {{clr|3|2S}} for extra damage.
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 {{clr|4|236H}} slightly or it'll pass through their invulnerable wakeup frames. Counter Hit {{clr|5|2D}} can be picked up with {{clr|3|c.S}} or {{clr|3|2S}} for extra damage.
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{{clr|1|J.P}} air-to-air can be confirmed easily in to {{clr|1|j.P}} itself, which gives Ky plenty of time to input a Ride the Lightning as an wall-break ender ( from about round start position).
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 Ky plenty of time to input {{clr|4|632146H}} for a lot of damage and even 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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*Airdash cancelable
*Air Dash cancellable


Ky's main air-to-air normal. Rising {{clr|2|j.K}} is pretty difficult for a lot of the cast to contest due to its high speed and low recovery. On hit, it can be linked with another falling j.K and to bring the opponent down for a ground combo. Notably, it can be canceled into j.D for combos and blockstrings.
Ky's main air-to-air normal. Rising {{clr|2|j.K}} is pretty difficult for a lot of the cast to contest due to its high speed and low recovery. On hit, it can be linked with another falling {{clr|2|j.K}} and to bring the opponent down for a ground combo. Notably, it can be canceled into {{clr|5|j.D}} for combos and blockstrings.


[[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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* Better jump-in hitbox then the image suggests.
* Larger jump-in hitbox than the animation suggests.
* *Air Dash cancellable
 
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.
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.


{{clr|3|J.S}} also shines in blockstrings due to its ability to air dash cancel. {{clr|3|J.S}} > 66 > {{clr|3|j.S}} can open up opponent blocking landing low or mashing throw, but remember there is a great gap which can be easily punished. Go for it when the opponent is conditioned to block.
{{clr|3|J.S}} also has use in blockstrings due to its 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}}
[[GGST/Ky_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|j.H}}
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* Plummets on air hit.
* Plummets on air hit.
* Looks like a cross-up move, but it is NOT.
* Does not cross-up despite the animation.
Ky's main jump-in normal along with {{clr|3|j.S}}. {{clr|4|J.H}} also works as an aerial placed move to deny air dash approach and 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.
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* It is a projectile.
* Considered a projectile.
Good for delaying your landing or as a disjoint in air-to-air situations.
* Stalls Ky's air momentum.
 
Good for delaying your landing or as a fairly large disjoint in air-to-air situations.
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* Can throw the opponent either forward or backwards.
* Can throw the opponent either forward or backwards.
* Knockdown on hit.
* Sends the opponent flying away and knocks them down.
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.  


Ky can also follow up a ground throw at any distance with {{clr|4|6H}} to increase the damage and OTG the opponent, which can slightly extend the damage meterless. Midscreen, this also allows cancelling the {{clr|4|6H}} into a meaty Stun Edge.  
A critical part of Ky's pressure. If the opponent wasn't thrown into a corner, they have time to jump {{clr|4|236H}} so it's usually best to IAD {{clr|4|j.H}} midscreen for a safejump. You're occasionally able to use it defensively due to its fast startup, but it really shines after {{clr|4|236H}} oki when they have to guess your mixup.
 
Ky can also follow up a ground throw at any distance with {{clr|4|6H}} to increase the damage and OTG the opponent, which can slightly increase the meterless damage. Midscreen, this also allows cancelling the {{clr|4|6H}} into a meaty {{clr|3|236S}}.  
In the corner, this allows following up the OTG {{clr|4|6H}} with another meaty {{clr|4|6H}} that will hit and frametrap 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.
In the corner, this allows following up the OTG {{clr|4|6H}} with another meaty {{clr|4|6H}} that will hit and frametrap 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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Air throw is a powerful, but risky tool for countering air approaches and the startup of some attacks. Use it carefully along with your anti-air normals and DPs to discourage jumping. Keeping the opponent on the ground limits their options, and allows you to take advantage of Ky's strong grounded normals.
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 {{clr|3|623S}}/{{clr|4|H}} to discourage jumping. Keeping the opponent on the ground limits their options, and allows you to take advantage of Ky's strong grounded normals.
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* Counterhit state for the entire duration
* 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.
A basic projectile with frame data that makes it 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 state for its entire duration, so in some matchups you will die if you use this move against a knowledgeable player. Additionally, the move can be both low profiled and easily Instant Air Dashed over, which adds to the danger of using it.


{{Character Label|GGST|Sol Badguy|label=Sol}}:  
{{Character Label|GGST|Sol Badguy|label=Sol}}:  
* From half a step forwards from round start distance, Sol can CH punish on block with [[GGST/Sol Badguy#6H|{{clr|4|6H}}]]
* From half a step forwards from round start distance, Sol can CH punish on block with [[GGST/Sol Badguy#6H|{{clr|4|6H}}]]
** He can do it on hit from 1 step closer instead of half a step.
** He can do it on hit from one step closer instead of half a step.
* If you frame trap from max range {{clr|1|2P}} > {{clr|3|236S}}, and Sol mashes 6H, he will get hit by the fireball, then counterhit punish you anyways!<ref>https://youtu.be/ey3xKqsjPIE</ref>
* If you frame trap from max range {{clr|1|2P}} > {{clr|3|236S}}, and Sol mashes 6H, he will get hit by the fireball, then counterhit punish you anyways!<ref>https://youtu.be/ey3xKqsjPIE</ref>
* Sol can react to the startup and punish from any distance further than round start with [[GGST/Sol Badguy#Night Raid Vortex|Night Raid Vortex]].
* Sol can react to the startup and punish from any distance further than round start with [[GGST/Sol Badguy#Night Raid Vortex|Night Raid Vortex]].
{{Character Label|GGST|Ramlethal Valentine|label=Ramlethal}}, {{Character Label|GGST|Potemkin}}, {{Character Label|GGST|Faust}}:  
{{Character Label|GGST|Ramlethal Valentine|label=Ramlethal}}, {{Character Label|GGST|Potemkin}}, {{Character Label|GGST|Faust}}:  
* From 1 step forwards from round start distance, these characters can CH punish on block with {{clr|3|f.S}}
* From one step forwards from round start distance, these characters can CH punish on block with {{clr|3|f.S}}
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===<big>Stun Edge Charge Attack</big>===
===<big>Charged Stun Edge</big>===
<span class="input-badge">'''{{clr|4|236H}}'''</span>
<span class="input-badge">'''{{clr|4|236H}}'''</span>
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Images =  
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GGST_Ky_Kiske_Stun_Edge_Charge_Attack.png|''This road shines with my colors''
GGST_Ky_Kiske_236H.png|''This road shines with my colors''
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* [] values refer to hitting an opponent already in Shock State
* [] 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 {{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 mixups. 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.
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* Removes Shock State from the opponent on contact
* Removes 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
* On-Block value ranges account for being more plus on block when striking as a [[meaty]].
* On-Block value ranges account for being more plus on block when striking later in its active frames (e.g. as a {{keyword|meaty}}).
* Forces opponent into crouching state on ground hit
* Forces opponent into crouching state on ground hit


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* [] 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. 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 {{clr|4|j.H}} or dash {{clr|2|214K}} afterwards.
One of Ky's main combo enders. It's also used in high-damage corner combos to apply Shock State mid-combo to allow Ky to follow up after {{clr|4|623H}} for more damage, or as the wall breaking hit to pre-apply Shock State after the reset to neutral. Fairly large pushback on both hit and block, but is minus enough to be unsafe in some matchups (e.g. {{Character Label|GGST|Ramlethal Valentine}}) and universally if Instant Blocked. On hit, allows for a safe jump with dash IAD {{clr|4|j.H}} or dash {{clr|2|214K}} afterwards.
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==== ====
==== ====
* [] damage values refer to hitting an opponent in Shock State
* [] damage values refer to hitting an opponent in Shock State
* Hitting an opponent in the corner causes a wall break and leaves Ky +36 afterwards.


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.
A powerful, forward-moving attack with invincible startup and extremely long recovery.  


Since a wallbreak with an Overdrive guarantees Positive Bonus, gives hard knockdown, locks the opponent out of Burst, and deals high damage on hit, early confirms into Ride the Lightning are a great option. Its quick startup and charging forward momentum makes it quite adaptable as an ender in many situations. You could think of RTL as a free wallbreak once you reach 50% tension, the meter you spend will quickly be replenished by the resulting Positive Bonus.
Since a wallbreak with an Overdrive grants [[GGST/Gauges#Positive Bonus|Positive Bonus]], gives hard knockdown, locks the opponent out of Burst, and deals high damage on hit, early confirms into {{clr|4|632146H}} are a great option. Its quick startup and charging forward momentum makes it quite adaptable as an ender in many situations. You could think of {{clr|4|632146H}} as a free wallbreak once you reach 50% tension, the meter you spend will quickly be replenished by the resulting Positive Bonus.
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* Puts the opponent in Shock State on contact.
* Puts the opponent in Shock State 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.


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.
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. Usually used as combo filler to add more damage, but it also works as a fullscreen anti-zoning tool to blow through ordinary projectiles.
 
A Super combo filler when you really need to squeeze for the highest damage. Also Works as a full-screen anti-zoning tool.
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* 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.
* 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.
* Enhances Ky's specials and other 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.
* 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.
* 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.
* Hitting an opponent with the activation shockwave in the corner causes a wall break and leaves Ky +36 afterwards.


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 {{clr|5|2D}} or {{clr|2|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.
Dragon Install (DI) is very difficult to get into safely, since it has long startup and recovery as well as startup after the superflash. Generally, you'll need to combo into the activation, or do it off of a hard knockdown like after {{clr|5|2D}} or {{clr|2|214K}}. If the opponent blocks the shockwave, it's usually safe unless it was Instant Blocked or done to a cornered opponent, since both of these will cancel the pushback and leave you open for a {{clr|1|P}} 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, {{clr|3|214S}} > 66{{clr|2|2K}} relaunches become impossible due to the increased pushback from DI {{clr|3|214S}}, meaning you'll need to remember to go into different routes while in DI.
Once Ky is transformed, his main reward is that he gains access to specials that are even stronger than their Shock State enhanced versions, and meterless high damage {{clr|4|623H}} loop combos. However, the resulting permanent tension gain penalty severely limits his options for the rest of the round, all but locking you out of your Overdrives and Roman Cancels unless you installed with 100% tension. Additionally, in some specific cases, his specials may become better or worse. For example, {{clr|3|236S}} will normally be destroyed by {{Character Label|GGST|Leo Whitefang|label=Leo's}} [[GGST/Leo_Whitefang#Graviert Wurde|{{clr|3|S}} projectile]], but DI {{clr|3|236S}} will pass through since it has two hits of durability. In corner combos, {{clr|3|214S}} > 66{{clr|2|2K}} relaunches become impossible due to the increased pushback from DI {{clr|3|214S}}, meaning you'll need to remember to go into different combo routes while in DI.
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Revision as of 09:51, 23 June 2021



Overview
Overview

Ky is comfortable anywhere, but he excels at grounded neutral. He uses his far-reaching f.S and 2S to check opponents at mid-range, and complements them with 2K, 5H, and 6H. Frustrated opponents that jump at him will find themselves dealing with his upper body invulnerable 6P and massive 2H. Any one of these pokes or anti-airs can lead into a knockdown or a solid combo. After securing a knockdown with 2D, Stun Dipper, or throws, Ky can safely set up 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. using Charged Stun Edge or airdash Faultless Defense Cancel safejumps, then apply his pressure game by mixing together low/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. attacks, frame traps, more 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 the neutral situation becomes difficult, Ky can take more risk by using Stun Dipper to slide under pokes or projectiles, Foudre Arc to reset pressure and hop over lows, or his DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. 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: Can handle all manner of situations. Ky can play keep away, poke at mid-range, and pressure at close range.
  • Great Neutral: Many of Ky's normals are great pokes and they are complemented by his Stun Edge projectile.
  • Strong Okizeme: Ky gets strong pressure and mixup from certain knockdowns using Faultless Defense Cancel Safejumps and Charged Stun Edge.
  • Versatile Defense: Has access to a meterless reversal with Vapor Thrust. He can also get a meterless knockdown off his P buttons with 6P > Dire Eclat.
  • Expensive Mixups: Needs to get a good knockdown or spend meter on Roman Cancels in order to extend his mixups beyond strikes and throws.
  • Poor Frame Advantage: Lacks a truly safe blockstring ender. Dire Eclat is punishable by some far pokes (and most buttons if IB'd) and Stun Edge has very high recovery and is 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.
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Ky Kiske

Normal Moves

5P

5K

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 Low 7 8 6 - none

  • Standing low.
  • Very active, great for meaty setups.
  • Hits surprisingly high up.
  • Jump cancelable.

Excellent normal that also gatlings into Ky's 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, you can time it to hit meaty to significantly increase its frame advantage up to +5 on block for stronger pressure and combos. Due to its long active frames, it can also be used to stuff many attacks in neutral, such as  May's horizontal dolphins.

Gatling Options: 6P, 6K, 6H, 5D, 2D

c.S

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
42 All 7 6 10 - none

  • 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

5H

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 All 12 6 21 - none

  • Launches vertically on air hit.
  • Disjointed hitbox during the active frames.

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. Though it is unsafe on block, it can be difficult to punish at max range. Since 5H deals a lot of hitstun, Ky can one hit confirm into 632146H without too much difficulty.

5D

6P

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
34 All 9 5 17 - 1-3 Upper Body
4-13 Above Knees

  • Invul 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 214S on non-Counter Hit, it's great for ensuring that whatever is coming at you 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.S. When used in combos, 6P is a important cancel from 5P/2P mash into 214S's hard knockdown.

6K

6H

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
52 All 15 4 20 - none

  • 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.

A huge attack that leads to great reward and corner carry on counter hit when canceled into 214K. Great as a haymaker in neutral or for whiff punishing moves, though be careful of the long startup and recovery. Because it hits so low to the ground, it will beat lots of 6P's and low profile attacks like  Sol's Night Raid Vortex. Useful in pressure as an auto frame trap from 5K, c.S and even 2P, 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 (6H > 214K, 6H > 214S, etc.)

2P

2K

2S

2H

2D

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
34 Low 10 6 18 - none

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 236H slightly or it'll pass through their invulnerable wakeup frames. Counter Hit 2D can be picked up with c.S or 2S for extra damage.

j.P

j.K

j.S

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
32 High 7 3 21 - none

  • Larger jump-in hitbox than the animation suggests.
  • *Air Dash cancellable

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.

J.S also has use in blockstrings due to its 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.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.
  • Sends the opponent flying away and knocks them down.

A critical part of Ky's pressure. If the opponent wasn't thrown into a corner, they have time to jump 236H so it's usually best to IAD j.H midscreen for a safejump. You're occasionally able to use it defensively due to its fast startup, but it really shines after 236H oki when they have to guess your mixup.

Ky can also follow up a ground throw at any distance with 6H to increase the damage and OTG the opponent, which can slightly increase the meterless damage. Midscreen, this also allows cancelling the 6H into a meaty 236S. In the corner, this allows following up the OTG 6H with another meaty 6H that will hit and frametrap 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

Special Moves

Stun Edge

236S

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

  • Applies Shock State to the opponent on contact
  • [] values refer to hitting an opponent already in Shock State
  • Counterhit state for the entire duration

A basic projectile with frame data that makes it 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 state for its entire duration, so in some matchups you will die if you use this move against a knowledgeable player. Additionally, the move can be both 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 one 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.

 Ramlethal,  Potemkin,  Faust:

  • From one step forwards from round start distance, these characters can CH punish on block with f.S

Charged Stun Edge

236H

Aerial Stun Edge

j.236S/H

Stun Dipper

236K

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

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

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
  • On-Block value ranges account for being more plus on block when striking later in its active frames (e.g. as 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.).
  • 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

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGSTTemplate: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

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 S version is slightly faster, while the H 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 H version even midscreen.

Dire Eclat

214S

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

  • 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. It's also used in high-damage corner combos to apply Shock State mid-combo to allow Ky to follow up after 623H for more damage, or as the wall breaking hit to pre-apply Shock State after the reset to neutral. Fairly large pushback on both hit and block, but is minus enough to be unsafe in some matchups (e.g.  Ramlethal Valentine) 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)

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGSTTemplate: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

  • [] damage values refer to hitting an opponent in Shock State
  • Hitting an opponent in the corner causes a wall break and leaves Ky +36 afterwards.

A powerful, forward-moving attack with invincible startup and extremely long recovery.

Since a wallbreak with an Overdrive grants Positive Bonus, gives hard knockdown, locks the opponent out of Burst, and deals high damage on hit, early confirms into 632146H are a great option. Its quick startup and charging forward momentum makes it quite adaptable as an ender in many situations. You could think of 632146H as a free wallbreak once you reach 50% tension, the meter you spend will quickly be replenished by the resulting Positive Bonus.

Sacred Edge

236236P

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

  • Puts the opponent in Shock State 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 and even more while Ky is in Dragon Install. Usually used as combo filler to add more damage, but it also works as a fullscreen anti-zoning tool to blow through ordinary projectiles.

Dragon Install

214214H at 30% or less health

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
80 [88] All 11+1 5 25 - none

  • 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 other 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 an opponent with the activation shockwave in the corner causes a wall break and leaves Ky +36 afterwards.

Dragon Install (DI) is very difficult to get into safely, since it has long startup and recovery as well as startup after the superflash. Generally, you'll need to combo into the activation, or do it off of a hard knockdown like after 2D or 214K. If the opponent blocks the shockwave, it's usually safe unless it was Instant Blocked or done to a cornered opponent, since both of these will cancel the pushback and leave you open for a P or throw punish.

Once Ky is transformed, his main reward is that he gains access to specials that are even stronger than their Shock State enhanced versions, and meterless high damage 623H loop combos. However, the resulting permanent tension gain penalty severely limits his options for the rest of the round, all but locking you out of your Overdrives and Roman Cancels unless you installed with 100% tension. Additionally, in some specific cases, his specials may become better or worse. For example, 236S will normally be destroyed by  Leo's S projectile, but DI 236S will pass through 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 combo routes while in DI.


94% complete
Page Status %
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
Click here for the scoring criteria to assess character page completion.


External References

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

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