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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.
- 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 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. Ky has the ability to get knockdowns easily with his P attacks thanks to 6P > 214S.
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.
Gatling Options: 6P, 6K, 6H, 5D, 2D
c.S
- Go-to punish starter.
- Ground bounces on air connect.
Despite its negative frame advantage, late cancelling into another move (e.g. 5H or 214S can score counter hits due to c.S' ability to gatling into f.S.
Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D
f.S
- Ky's main poke.
Gatlings into H letting Ky frametrap from one of his longest buttons and remain safe with a special cancel.
Gatling Options: 5H, 2H
5H
Slower than f.S but a lot safer at -8. You 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
- Head invulnerable.
- Launches away on air hit, but leaves standing on ground connect.
Ky's main anti-air normal. Combos into Dire Eclat for a knockdown.
6K
- Slow, but plus on block.
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
- Wall bounces on hit in the corner.
2P
Similar in use to Ky's 5P. One frame worse on block, but hits a lot lower.
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, can lead to big damage on counter hit. Combo filler otherwise.
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 is a lot bigger than j.K, but j.K is faster and generally a lot safer to use.
Gatling Options: j.H
j.H
- Plummets on air connect.
Ky's main jump-in normal along with j.S.
j.D
Good for delaying your landing.
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 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
- Applies Shock State to the opponent on contact
- [] values refer to hitting an opponent already in Shock State
- Hits 2 times while in Dragon Install
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
- GGST Ky Kiske Aerial Stun Edge.png
A i r S h o c k S t a t e.
- 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 sliding attack that can go under many other attacks. Because Ky slides a fixed distance before the slash, the slash part will not properly combo if the move is performed too close to the opponent.
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
- GGST Ky Vapor Thrust S.jpg
Under the lonely moon
- GGST Ky Vapor Thrust H.jpg
In an influx of words
- 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
- GGST Ky Dire Eclat.jpg
I'm going as far as I can, to keep the glow alive
- 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. 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
- Enhances Ky's specials and overdrives for the rest of the round, but severely reduces his Tension gain.
- Hitting an opponent with the activation shockwave near the corner will cause a wall break.