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< | ===<big>Stun Edge</big>=== | ||
< | {{InputBadge|{{clr|S|236S}}}} | ||
{{GGST_Move_Card | |||
|chara=Ky Kiske | |||
|input=236S, DI 236S | |||
|versioned=input | |||
|frameChart={{#invoke:FrameChart|drawFrameData | |||
|startup = 13 | |||
|recovery = 34 | |||
|isProjectile = yes | |||
}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.}})</small> | |||
|description= | |||
A basic projectile. Stun Edge (SE) is useful against opponents that like to aggressively and preemptively use grounded normals, as Ky can stand just outside their range and fire it off to deal damage and build some Tension. Hitting an opponent with SE may convince them to stop attacking in order to react to it, opening them up for offensive approaches. It can also be used as a blockstring ender after the pushback of {{clr|H|5H}} and {{clr|H|6H}} in pressure, as long as that pushback puts Ky outside of the range of the opponent's longest buttons. | |||
Ky is in Counter Hit state for the move's entire duration, the recovery is lengthy, and the projectile can be both {{keyword|low profile}}d and Instant Air Dashed over. For these reasons, carefully consider when to throw it out. It's much safer to use in matchups where the opponent has poor mobility such as {{Character Label|GGST|Potemkin}}, or matchups where the opponent has no fast projectile of their own such as {{Character Label|GGST|Goldlewis Dickinson}}. | |||
In {{MMC|input=214214H|label=[[#Dragon Install|Dragon Install]]}}, SE hits twice and is a bit safer on contact. It beats other single-hitting projectiles and deals much more chip damage on block, forcing opponents to spend Tension on Faultless Defense or avoid the projectile entirely. | |||
* Applies [[#Shock State|Shock State]] to the opponent for 180 frames on contact. | |||
* [ ] values refer to hitting an opponent already in Shock State. | |||
* Projectile immediately disappears if Ky is hit. | |||
* Ky is in Counter Hit state during recovery. | |||
}} |
Revision as of 17:10, 31 May 2023
Stun Edge
236S
A basic projectile. Stun Edge (SE) is useful against opponents that like to aggressively and preemptively use grounded normals, as Ky can stand just outside their range and fire it off to deal damage and build some Tension. Hitting an opponent with SE may convince them to stop attacking in order to react to it, opening them up for offensive approaches. It can also be used as a blockstring ender after the pushback of 5H and 6H in pressure, as long as that pushback puts Ky outside of the range of the opponent's longest buttons.
Ky is in Counter Hit state for the move's entire duration, the recovery is lengthy, and the projectile can be both low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.d and Instant Air Dashed over. For these reasons, carefully consider when to throw it out. It's much safer to use in matchups where the opponent has poor mobility such as Potemkin, or matchups where the opponent has no fast projectile of their own such as Goldlewis Dickinson.
In Dragon Install- Applies Shock State to the opponent for 180 frames on contact.
- [ ] values refer to hitting an opponent already in Shock State.
- Projectile immediately disappears if Ky is hit.
- Ky is in Counter Hit state during recovery.
236S:
- Projectile will continue if Purple Roman Canceled on frame 8 at the earliest.
- Clash Level: 1
- Clash Hits: 1
- 6f hitstop
DI 236S:
- Projectile will continue if Purple Roman Canceled on frame 8 at the earliest.
- Clash Level: 1
- Clash Hits: 2
- First hit 3f hitstop, second hit 5f hitstop