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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.
- Options for every situation and range
- Linear and straightforward pressure without spending meter on Roman Cancels
Ky Kiske |
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Normal Moves
5P
5K
c.S
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.
f.S
5H
5D
- [] values refer to the held version
A slow overhead attack. The held version is even slower, but leads to the Dust Homing Jump for a massive damage combo on hit.
6P
Ky's main anti-air normal.
6K
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
2K
2S
2H
2D
j.P
j.K
Ky's main air-to-air normal.
j.S
j.H
Ky's main jump-in normal along with j.S.
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 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
- Hits 5 times while in Dragon Install
A large, multi-hitting projectile that is very advantageous on contact, allowing Ky to attempt further pressure and mix-ups. When landing a 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
- Hits 2 times while in Dragon Install
- 14f landing recovery
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
- 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
- Forces opponent into crouching state on ground hit
- 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
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
- 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
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
- Hits 3 times while in Dragon Install
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
- Hits 11 times while in Dragon Install
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
- 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 an opponent with the activation shockwave near the corner will cause a wall break.