Test
5P Move Input
- Used for pressure, tick throws, setting up frame traps, Burst-safe combos, and as a situational anti-air.
- Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
While useful, 5P is generally a "backup plan". Ky has stronger tools in most situations. This move can be used as a quick all purpose attack that sets up pressure for throws and frame traps, and is safe from Bursts due to it's fast recovery. It hits a bit high up, making it a nice backup anti-air when 6P would fail (when the opponent is too close or when your inputs are crossed up.)
Rising Force (in IK mode: 236236H)
- Uses animation from 3H
Ky recites an incantation, a part of a poem based on his ideals as king, to summon a giant Grinder, jumping through it and piercing his enemy in a flash of lightning. Rising Force is a fast Instant Kill, and has it's uses in specific IK setups when Conclusion Conditions are met.
Charged Stun Edge (236H)
- Used for okizeme, zoning, and occasionally as a pressure reset.
- Can be avoided with low profile moves
Charged Stun Edge (CSE) is a powered up version of Ky's Stun Edge. It is larger and slower than the normal variant, and hits three times instead of one. It's mainly used for safe, easy okizeme after a knockdown due to it's considerable startup and recovery, yet large amount of frame advantage (+14). In neutral it has it's uses, especially to attempt to cover an approach. Once it's out, you can instant airdash over it and use j.H to lock the opponent down or follow behind it on the ground and react to jump out attempts. It's use as a pressure reset is limited and risky, but can catch opponents playing passively and give you another mixup attempt. With YRC, it becomes much easier to use in neutral, and less risky as a pressure reset.
- Used for okizeme, and occasionally as a zoning tool.
- Clashes with projectiles
- Can be avoided with low profile moves.
DC Charged Stun Edge is also known as DC CSE. Firing a CSE through a Grinder will cause it to transform into a stationary rotating blade that functions similarly to CSE. It hits 6 times, and is more advantageous on block than CSE (+18). Using this attack for okizeme gives you plenty of time to jump in and go for a high/low mixup that covers a lot of the opponent's defensive options. It can also be used in neutral, especially by YRCing CSE, then running in front of it and placing a Grinder. Standing inside of DC CSE is a good way to deal with projectiles, and approach the opponent.
Combos
- All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
- Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
# | Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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Clickable Button Test
test
{{{name}}}
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LST and LSTH Testing
{{AttackData-GGXRD-R2
|damage=6 |tension=144 |risc=-8/+3 |prorate= |level=0 |guard=Mid |cancel= |roman= |startup=4 |active=3 |recovery=6 |frameAdv=+1 |inv= |hitbox=
}} {{AttackData-GGXRD-R2
|damage=6 |tension=144 |risc=-8/+3 |prorate= |level=0 |guard=Mid |cancel= |roman= |startup=4 |active=3 |recovery=6 |frameAdv=+1 |inv= |hitbox=
||6 ||144 ||-8/+3 || ||0 ||Mid || || ||4 ||3 ||6 ||+1 || ||
}}
Doesn't work :(
LST Testing Source
|damage=6 |tension=144 |risc=-8/+3 |prorate= |level=0 |guard=Mid |cancel= |roman= |startup=4 |active=3 |recovery=6 |frameAdv=+1 |inv= |hitbox=
LSTH Testing Source
|damage=6 |tension=144 |risc=-8/+3 |prorate= |level=0 |guard=Mid |cancel= |roman= |startup=4 |active=3 |recovery=6 |frameAdv=+1 |inv= |hitbox=
||6 ||144 ||-8/+3 || ||0 ||Mid || || ||4 ||3 ||6 ||+1 || ||
Test Frame Data
6 | 144 | -8/+3 | 0 | Mid | 4 | 3 | 6 | +1 | |||||
6 | 144 | -8/+3 | 0 | Mid | 4 | 3 | 6 | +1 |
Other Test
Mid | KD | - |
5L |
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Test Hitbox Views
5P
5P |
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2H |
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Test More Fields in Ful Frame Data