GGST/Ky Kiske

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Overview
Overview

Ky is comfortable everywhere, but excels at grounded neutral. He uses his far-reaching f.S and 2S to check opponents at mid-range, and complements them with his disjointed 5H and 6H. Frustrated opponents that jump towards him can be intercepted with 6P or other anti-airs. He scores combos and hard knockdowns quite easily, even from his fastest buttons.

Ky can transition from mid range to close range with Foudre Arc. It also functions as a pressure reset, alongside 6K. At longer ranges, Ky can use Stun Edge projectiles to cover his approach or to play keep-out. When the time is right, Ky can take more risks by using Stun Dipper to slide under pokes or projectiles, Foudre Arc to 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. Furthermore, Ky effortlessly scores Positive Bonus with Ride the Lightning, an overdrive that is easily incorporated into combos and can wallbreak from tremendous distances.

He lacks command grabs and overheads besides universal ones, making his basic mix-ups unremarkable. His okizeme mix-ups, however, are quite strong! After scoring a knockdown, Ky can safely set up okizeme using Stun Edge Charge Attack or airdash FDC safejumps. His plethora of options include high/low mix-ups, cross-ups, throws and meaty attacks. The possibilities are only limited by your own creativity. Unleash your true power!

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, and has tools for both offense and defense.
  • Strong Okizeme: Ky gets strong pressure and mixup from certain knockdowns using FDC safejumps and Charged Stun Edge.
  • Well Rounded Neutral: Ky's normals are good at controlling space, both on the ground and in the air. When his normals aren't enough, he also has access to a projectile and a DP.
  • Unsafe Enders: Ky lacks a truly safe way to end blockstrings. Dire Eclat relies on spacing to be safe despite being noticeably minus on block, and Stun Edge has very high recovery and is counter hit for its entire duration. This makes him especially vulnerable to being IB'd and punished. This is more pronounced against characters such as  Ramlethal and  Sol who have reliable ways to punish enders without the difficulty of Instant Block.
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. Check the strategy section for more details.
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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 and low recovery, it can 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, but a lingering 12f extended hurtbox during recovery.

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, since it pops them up high enough to combo into a special or overdrive. 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, but a lingering 4f Counter Hit and shrinking over next 10f (non-CH) extended hurtbox during recovery.

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 and a manual one from 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 (6H > 214K, 6H > 214S, etc.)

2P

2K

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
26 Low 6 4 10 - none

  • 1 frame faster low than 5K.

A very useful normal with a great balance of speed and range. It's a good short range poke, and Ky's fastest low mixup. It's often used to link together combos, like when you want to OTG pickup after 214S, or continue to combo airborne opponents when you hit the ground. Often canceled into 2D for a knockdown, or into 6H for combos in the corner.

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

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
  • Counter hit 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 counter hit 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.

That said, 236S is useful against opponents that like to aggressively and preemptively use grounded normals, as you can stand just outside their range and fire it off to build some meter and deal damage. Hitting an opponent with 236S may convince them to stop attacking in order to react to it, opening them up for your offensive approach. It's much safer to use in matchups where the opponent has poor mobility and lacks an airdash, such as  Potemkin and  Nagoriyuki.

In Dragon Install, 236S hits twice and is a bit safer on contact. You can use it much like you use it normally, only it will now beat other single hitting projectiles.

Charged Stun Edge

236H

Aerial Stun Edge

j.236S/H

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

  • Applies Shock State to the opponent on contact.
  • [] values refer to hitting an opponent already in Shock State.
  • -2 when TK'd on stand block, +2 on crouch block (tested on Ky).
  • In Dragon Install, when TK'd, -1 on stand block, +3 on crouch block (tested on Ky).

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 gets around it (like if they run underneath the H version.)

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 normal 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
  • Hits standing opponents on frame 27, crouching opponents on frame 29
  • 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
  • Will pass over crouching opponents if performed close to them

A flying kick with a high arc used to reset pressure, beat jump outs, and crush low profile attacks. Despite its slow startup, it covers a large distance quickly, and has low recovery, so you can quickly approach the opponent. Dashing first causes the move to carry momentum, reaching nearly fullscreen. Foudre Arc shouldn't be used recklessly, the long startup can be counter hit by most normals, you can't combo into anything on hit, and it's negative if blocked correctly. It's good for when you know the opponent wants to jump away, since it will force them back to the ground leaving Ky at significant advantage. It can also be used to counter hit low profile attacks, which will enable combos. The situation on block can change depending on how late into the attack it hit the opponent, but in general you can assume that Ky is -1 on standing block, and +1 on crouching block.

The Shock State and Dragon Install version is much better in general. You can use it to reset pressure, since it will be Ky's advantage on block whether it is blocked crouching or standing. On hit, you can combo into 5K or c.S for extra damage. Do keep in mind that Foudre Arc can still be interrupted during the startup in these cases, it's best to use it when you think the opponent is too scared to press anything and isn't going to react in time to counter it.

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
  • H version is Ky's highest damage meterless wallbreaker.

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. It is still quite useful as an anti-air that beats 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. Which one you should use varies depending on the situation, but S is best for speed which is generally useful on wakeup, and H is best for damage and consistently beating an attack.

If it hits an opponent in Shock State, it deals more damage and pops them up high enough to combo, 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 with 5K. Since it becomes a mutli-hit attack, it's better to wallbreak with a high damage normal like 6H instead of Vapor Thrust while in Dragon Install.

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) 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 with the final hit causes a Wall Break and leaves Ky +36 afterwards.
  • There is a gap between the first and second part of the attack.

A powerful attack with invincible startup and extremely long recovery. Its quick startup and lengthy forward momentum makes it adaptable as an ender in many situations, where it can wall break from quite a distance from the corner. Since a wall break with an Overdrive deals high damage, locks the opponent out of Burst, and grants a hard knockdown, early confirms into 632146H are a great option. You could think of 632146H as a free wall break once you reach 50% Tension, as the meter you spend will quickly be replenished by the resulting Positive Bonus.

The gap between the charging portion of the attack and the flourish at the end can be punished with fast attacks, Overdrives, and throws. If you want to stay safe with a RRC, don't wait until the second half to do it.

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.

In DI, Ky gains access to powered up special moves and overdrives, plus 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. Because of the significant drawbacks and 30% health requirement, DI isn't recommended in competitive play. Check the Strategy section for more details.


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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