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Ky is comfortable anywhere, but he excels in grounded footsies. He uses his fast and long f.S to tame 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.
Ky is a character that can quickly switch between keeping the opponent away and turning on the offensive. His diverse moveset has a tool for every situation so Ky's potential is only limited by the skill of the one playing him.
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.Ky Kiske |
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Normal Moves
5P
5K
c.S
Despite it's negative frame advantage, you can time it out by late cancelling with another move or special to bait out a counter hit due to c.5S' ability to gatling into f.5S. Such as using 2H or 214S after.
f.S
5H
5D
- [] values refer to the held version
6P
6K
Very risky move considering it's long charge before striking the opponent. It's main usage is to call out counter hits or a meaty hit when the opponent is on recovery.
6H
- If near wall, it causes wall bounce on hit
2P
2K
2S
2H
2D
j.P
j.K
j.S
j.H
Your general jump in tool for attempting high hits.
j.D
Good for delaying your landing.
Universal Mechanics
Ground Throw
Air Throw
Special Moves
Stun Edge
236S
- Applies Shock State to the opponent on contact
- [] values refer to hitting an opponent 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 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. Requires a delay to not whiff/get all three hits in in on wakeup after a landed 2D at close range.
Aerial Stun Edge
j.236S/H
- GGST Ky Kiske Aerial Stun Edge.png
AIR S H O C K S T A T E
- Applies Shock State to the opponent on contact
- Hits 2 times while in Dragon Install
- 14f landing recovery
Can help keep your opponent grounded or an extra jump to avoid anti-airs. However, it is very much unsafe after landing as you can be punished if not using the right projectile since the opponent can run under your version.
Stun Dipper
236K
- Removes Shock State from the opponent on contact
- [] values refer to hitting an opponent in Shock State
- Hits 3 times while in Dragon Install
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
- Hits 2 times while in Dragon Install
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
- GGST Ky Vapor Thrust S.jpg
- GGST Ky Vapor Thrust H.jpg
- Removes Shock State from the opponent on contact
- [] values refer to hitting an opponent in Shock State
- S version hits 2 times while in Dragon Install
- H version hits 3 times while in Dragon Install
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
- Applies Shock State to the opponent on contact
- [] values refer to hitting an opponent in Shock State
- Hits 3 times while in Dragon Install
- Gives a large distance on hit or on block
Works great for a combo ender.
Overdrives
Ride The Lightning
632146H (Air OK)
- [] damage values refer to hitting an opponent in Shock State
- Hits 11 times while in Dragon Install
A powerful, forward-moving attack with invincible startup. Hitting an opponent in the corner causes an Area Shift and leaves you +36 afterwards.
Sacred Edge
236236P
- Puts the opponent in Shock State on contact.
- Hits 8 times while 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.
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 the opponent with the activation shockwave near the corner will cause an immediate Area Shift.