GGST/Ky Kiske

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Revision as of 09:57, 21 June 2021 by StrawberryEclair (talk | contribs) (: minor stress on how it differs from 2S *slightly*, removed main poke bullet as Ky has many strong pokes to choose from depending on the situation)



Overview
Overview

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.

 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: 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'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 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

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

5D

6P

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.

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

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 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

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

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.

 Ramlethal,  Potemkin,  Faust:

  • From 1 step forwards from round start distance, these characters can CH punish on block with f.S

Stun Edge Charge Attack

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 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

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

Overdrives

Ride The Lightning

632146H (Air OK)

Sacred Edge

236236P

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 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
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

Navigation

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

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