GGXRD-R/Ky Kiske: Difference between revisions

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|guts=2
|guts=2
|stun=60
|stun=60
|weight=Medium
|jumpStartup=3F
|jumpStartup=3F
|backdashTime=16F
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==Overview==
==Overview==
Ky is one of the poster boys for the Guilty Gear series and fulfills the role of a simple, well rounded character. Both charismatic and possessing a strong sense of justice, Ky now assumes his position as king reigning over the land of Illyria. However, when he hears of the uprising of a new threat to the world, Ramlethal Valentine, things become complicated for him. Planning to remove this obstacle in the way of his people's peace, Ky plans his assault!
===Backstory===
After leading the Sacred Order of Holy Knights to victory against Justice and ending the crusades, Ky was haunted by the commander gear's last words that challenged his rigid ideals. His former conviction in his concept of justice and morality shaken, Ky contemplated the true meaning of justice during his search for the new commander gear, and his many clashes with his lifelong rival Sol Badguy. After fostering a forbidden relationship with Dizzy and giving birth to a son, Sin, Ky was pressured into becoming the puppet leader of Illyria by the United Nations under veiled threats to his family. Charismatic, skilled, and possessing a deep belief in hope, Ky takes the throne as High King reigning over the land of Illyria. The weight of his position has broadened his view significantly, and he has lost some of his youthful zeal in his ruling years. He feels regret for his failures as a father and husband, having sent Sin to be raised by his old rival, Sol, for his son's safety in a world hostile to gears, and to focus on his duties to his people as king. Despite his kind heart and collected royal demeanor, he still possesses an unwavering sense of justice, and is prone to outbursts of anger and emotion when pushed too far. Some doubt his abilities and think him unfit to rule, but many others adore him for displaying such human behavior. Having used the Thunderseal to save Dizzy's life, Ky takes up his imitation blade, Magnolia Eclair, in GGXRD.


Ky does well at midrange with some useful pokes and a variety of projectiles at his disposal. He is a character that can rapidly switch between keeping the opponent away and turning on the offensive. Some would be quick to assume that Ky is just your average "Shoto." However, there are certain things in his arsenal that can prove this wrong. In Xrd, Ky was given the addition of "Grinders" (see Durandal Call below) which further augment his already proficient versatility. With this addition, Ky now has better options for spacing, setups, and okizeme. Ky excels at confirming knockdown from ground gatlings, and also greatly benefits from the reworked meter system, giving him useful options with enough tension. This effectively makes some aspects of his game easier and deadlier!
===Gameplay Overview===
Ky Kiske fulfills the role of a simple and well rounded character. Ky performs best at midrange with a variety of useful pokes at his disposal, but he has tools at every range thanks to his Stun Edge projectiles. He uses his fast and long reaching f.S to tame opponents and threaten them with high damage counter hit combos, and rounds out his spacing game with 2S, 5HS, 2K, and 2D. From well spaced pokes, experienced Ky players can cancel into Stun Dipper to secure knockdowns from afar. Frustrated opponents that jump at him will find themselves dealing with his upper body invulnerable 6P and fast, long reaching 2HS. When he finds himself further away from the opponent he can use his Stun Edge projectiles to harass them, either covering his approach or playing keep away. After securing a knockdown, Ky can safely set up okizeme using 6HS and Charged Stun Edge, then apply his strong pressure game by lacing in low attacks, frame traps, and throws to wear the enemy down. To turn the tide, Ky can use his exceptional Stun Dipper to slide under pokes and projectiles and score knockdowns, utilize his overhead Greed Sever to attempt to catch the opponent slacking on defense, or spend Tension to use his fully invulnerable reversal, Ride The Lightning. He is a character that can rapidly switch between keeping the opponent away and turning on the offensive. His balanced movepool has a tool for every situation, though he lacks specialization in any one role. While some are quick to assume Ky is a painfully basic character, he has many tricks and tools in his arsenal that round out his game plan. In Xrd Ky was given the addition of "Grinders" (see Durandal Call below) which further augment his abilities. Using Grinders, Ky can create projectiles to augment his zoning game, okizeme, and combos. In short, Ky excels at playing the neutral game, knocking opponents down from grounded hits, setting up safe okizeme, and creating strong pressure.


===Strengths===
===Strengths===
*Strong neutral game with fast and long reaching normals and good projectiles.
*Strong neutral game with fast and far-reaching normals that reward hits with knockdown and damage, and long range projectiles useful for zoning and anti-zoning.
*Has a tool for every situation, including two of the best anti-airs in the game.
*Multiple safe ways to setup okizeme.
*Grinders make his projectiles even stronger and give him great oki.
*Pressure that utilizes many lows, rewarding frame traps, and opportunities to reset pressure.
*Good character for beginners due to being easy to learn and use.<br/>
*Has a tool for every situation, including two strong anti-airs, and two reversal attacks.
*Grinders augment both his neutral and okizeme potential.
*Ease of use and focus on fundamentals make him a great choice for beginners.<br/>


===Weaknesses===
===Weaknesses===
*Low average damage.
*Basic throw/frame trap focused mixup, requiring reads and conditioning to successfully break an opponent's defense.
*Standard Jack of All Trades, while he has a tool for every situation, he can be outclassed by specialists. <br/>
*While he has a tool for every situation, he can be outclassed by specialists. <br/>


===Durandal Call===
===Durandal Call and Fortified Projectiles===
[[File:GGXRD_Ky_DurandalCall.png|right|thumb|300px|Powered up projectiles]]
[[File:GGXRD_Ky_DurandalCall.png|right|thumb|300px|Powered up projectiles]]
Ky can use specific attacks (5D, j.D, 236D) to summon small floating portals called Grinders that last for 2-3 seconds.  Shoot a projectile through a Grinder and it will become stronger, giving Ky more versatility in his gameplay. Stun Edges become full screen beams for zoning, Charged Stun Edges become long lasting projectiles for okizeme, and Sacred Edge sticks the opponent to the wall for combos.
Ky can use specific attacks (5D, j.D, 236D) to summon small floating portals called Grinders that last for 3 - 4 seconds.  Shoot a projectile through a Grinder and it will power up into a Fortified state. Fortified projectiles give Ky more versatility in his gameplay. Stun Edges become full screen sword-beams for zoning, Charged Stun Edges become a large, long lasting sword projectile for okizeme, and Sacred Edge becomes a massive full screen blade, slamming the opponent to the wall for combos.
<br clear=all/>
<br clear=all/>


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  |inv=
  |inv=
  |description=
  |description=
*Use for anti air when 6P would fail (opponent too close or in crossup scenarios)
*Used for pressure, tick throws, setting up frame traps, Burst-safe confirms, and as a situational anti-air.
*Mashable attack when oppoent attempts tick throw and other setups
*[[GGXRD-R/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D
While useful, 5P is a "backup plan". Ky has stronger tools in most situations. Mash 5P when in the above scenarios.
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 in crossup scenarios.)
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|name=5K
|name=5K
|image=GGXRD_Ky_5K.png
|image=GGXRD_Ky_5K.png
|caption=
|caption=Watch your feet
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD
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  |inv=
  |inv=
  |description=
  |description=
*Fast standing low
*Used for mixup, okizeme, setting up frame traps, and sometimes for tick throws.
*Meaty 5K as okizeme
*Standing low.
5K is often used in mixups (empty jump > 5K) as well as in okizeme when you don't have enough time to use Charged Stun Edge. Because 5K has lots of active frames, it can be used as a meaty to maintain frame advantage while performing okizeme.
*Proration: 80%
*[[GGXRD-R/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6P, 6K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D
5K is an all purpose attack often used in mixups (like empty jump > 5K) due to it's fast startup and animation that has Ky standing, yet is a low attack. It hits much higher up than it appears, and is a bit negative on block, which makes it ideal for canceling into frame traps like 5HS and c.S.
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======<font style="visibility:hidden" size="0">c.S</font>======
======<font style="visibility:hidden" size="0">c.S</font>======
{{MoveData
{{MoveData
|name=c.S
|name=c.S
|image=GGXRD_Ky_cS.png
|image=GGXRD_Ky_cS.png
|caption=
|caption= En Garde!
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD
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  |inv=
  |inv=
  |description=
  |description=
*Staple in combos and blockstrings due to being jump cancelable as well as having many gatling options
*Used for frame traps, punishing, pressure, option selecting with forward throw, and as a situational anti-air.
*Option select throw by performing 6H~S or 4H~S.
*On Counter Hit, combos into 6HS.
 
*[[GGXRD-R/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6P, 6K, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D
When close to the opponent, press 6H~S or 4H~S to execute a throw. If the opponent dodges the throw (jumping, backdashing), then a c.S will come out instead! This is much faster that 5H or 6H and has more cancel options afterwards, making it a safer option overall than 4H/6H.
An essential move in pressure due to it's high attack level, jump cancelability, use as a frame trap, high reward on counter hit, and ability to throw option select. It's safe to end pressure with normally, but it's common to jump cancel it into TK Stun Edge or to simply escape a situation. By late canceling other attacks into c.S in pressure, you can create a frame trap to catch opponents trying to counterattack on defense. On Counter Hit, there's enough time to combo into 6HS, leading to high damage combo routes. It's fast startup and high damage makes it a good punish tool, too. It hits a bit higher up than implied by the animation, and works as an anti-air occasionally. By pressing 6HS+S to execute a throw, you'll get this attack if the opponent jumped or backdashed. This is much faster than 5HS or 6HS, and if an opponent successfully jumps your throw attempt but didn't hold Faultless Defense, they may be caught.
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  }}
}}
}}
======<font style="visibility:hidden" size="0">f.S</font>======
======<font style="visibility:hidden" size="0">f.S</font>======
{{MoveData
{{MoveData
|name=f.S
|name=f.S
|image=GGXRD_Ky_fS.png
|image=GGXRD_Ky_fS.png
|caption=
|caption=The button everyone is afraid of
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD
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  |inv=
  |inv=
  |description=
  |description=
*Fast long range harassment tool
*Used for spacing and pressure.
*On crouching hit or counter hit, combos into 3H
*On crouching hit or Counter Hit, combos into 3HS.
*Can be avoided with low profile attacks
*Can be avoided with low profile attacks.
Ky's farthest reaching ground normal and standard poking tools thanks to its long range. Use f.S at max range to lock down the opponent and prevent them from advancing/escaping.
*[[GGXRD-R/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6K, 2S, 5HS, 2HS, 6HS, 3HS, 5D, 2D
 
Ky's farthest reaching ground normal and standard spacing/harassment tool thanks to its long range and fast startup. Use f.S at max range to lock down the opponent and prevent them from advancing or escaping. If your confirms and sense of spacing are strong, you can cancel into Stun Dipper on hit for a knockdown. On crouching or Counter Hit, it can be canceled into 3HS for a combo at most ranges. Ky's hurtbox is extended very far forward during and after the attack, so opponents can punish this if used recklessly. Some characters can get under this attack with low profile moves, mix it up with 5H, 2S, and Stun Edge if they start to find ways around f.S. With at least 25 Tension, you can YRC option select with this move by inputting a Roman Cancel the moment the attack becomes active. If the attack doesn't make contact with the opponent, you'll receive a YRC and remain safe, on hit, you'll receive no YRC, and continue as normal. When you have above 50 Tension this will become a Red Roman cancel, which can be used to close in for a combo on hit or start pressure on block.
Ky's hurtbox is extended very far forward during and after the attack, so opponents can punish this if used recklessly. Mix it up with 5H, 2S, and Stun Edge if they start to find ways around f.S.
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|name=5HS
|name=5HS
|image=GGXRD_Ky_5H.png
|image=GGXRD_Ky_5H.png
|caption=
|caption=Tag em' with a stagger
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD
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  |inv=
  |inv=
  |description=
  |description=
*Shorter range version of f.S with safer hurtbox and faster recovery
*Used for spacing, frame traps, situational anti-air, and punishing.
*Occasional anti air tool
*Staggers on Counter Hit (Max duration 51F).
Long reaching normal that is safe on block. Use with f.S, 2S, and Stun Edge to stop the opponent from getting close to you.
*[[GGXRD-R/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6K, 5D, 2D
5HS can be thought of as a shorter range, but safer version of f.S. It's a medium reach poke that is safe on block, and when used in tandem with Ky's other spacing tools it can be very strong. 5HS hits a bit higher up than f.S, and can be used as an anti-air + spacing tool in some situations. On Counter Hit, it staggers the opponent, making it a great choice to frame trap with in pressure.
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|name=6P
|name=6P
|image=GGXRD_Ky_6P.png
|image=GGXRD_Ky_6P.png
|caption=
|caption=It is perpetual, it keeps the country clean
THE PEOPLE'S ELBOW!!!!!
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD
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  |inv=
  |inv=
  |description=
  |description=
*Ky's main anti air attack
*Used as an anti-air, pressure tool, frame trap, and poke/counterpoke.
*Occasional ground footsie tool
*Upper body invul during the start of the attack (1-6f), invul above the knee near the end (7-13F).
6P is your go-to anti air attack. Cancel into c.S and confirm whether the opponent was hit or not. On hit, perform a combo, on block, cancel into f.S > Stun Edge, or jump and air dash backwards.
*Proration 90%
*[[GGXRD-R/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D
6P is an extremely solid anti-air and your go-to attack to counter opponents coming from the air due to its invulnerability that improves the longer the move has been out. As a grounded attack, it has it's uses to counter higher-hitting pokes, though doesn't have a very high reward from far away. It can be used in pressure either to set up frame traps, or as a frame trap itself.
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}}
======<font style="visibility:hidden" size="0">6K</font>======
======<font style="visibility:hidden" size="0">6K</font>======
{{MoveData
{{MoveData
|name=6K
|name=6K
|image=GGXRD_Ky_6K.png
|image=GGXRD_Ky_6K.png
|caption=
|caption=Pressure reset and frame trap
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD
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  |inv=
  |inv=
  |description=
  |description=
*Ky steps forward before attacking
*Used to reset pressure, and frame trap.
*Pressure reset tool
*Ky steps forward before attacking.
*c.S > 6K > 236D, 2D > 236H for knockdown plus Charged Stun Edge okizeme.
Because this attack is +4 on block and moves Ky forward, it allows Ky to start a new blockstring afterwards. The downside is its slow startup will lose to jumping/backdashing/mashing, so the opponent must be conditioned to block before this can be effectively used. Using YRC during the startup of this move is a tricky way to move closer to the opponent for a throw. Keep in mind that 6K is +4 on block, and Ky's fastest normals have 5f of startup. This means that even when not instant blocked, the opponent has a 1f gap to input a reversal to beat an attempt to re-establish pressure.
Because this attack is plus on block and moves Ky forward, this allows Ky to start a new blockstring afterwards. The downside is its slow startup will lose to jumping/backdashing/mashing, so the opponent must be conditioned to block before this can be effectively used.
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}}
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======<font style="visibility:hidden" size="0">6H</font>======
======<font style="visibility:hidden" size="0">6H</font>======
{{MoveData
{{MoveData
|name=6HS
|name=6HS
|image=GGXRD_Ky_6H.png
|image=GGXRD_Ky_6H.png
|caption=COCONUT!
|caption=baby come back
|data=
|data=  
  {{AttackData-GGXRD
  {{AttackData-GGXRD
  |damage=30x2
  |damage=30x2
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  |inv=
  |inv=
  |description=
  |description=
*Okizeme tool
*Used for okizeme, resetting pressure, for frame traps, and as a situational ground poke.
*Forces opponent into crouching state on ground hit, enabling combos into f.S > 3H
*Forces opponent into crouching state on ground hit, enabling combos into f.S > 3HS.
 
6HS is a very strong tool on offense and okizeme because of its high frame advantage (+15) and extremely fast recovery time (2f). When timed correctly it will beat most reversals, with the notable exceptions of Blitz Shield and backdash. This means that it's effective as a grounded "safejump", if they block they have to deal with a move that's +15 on block, if they reversal attack they get baited and punished. Because this attack has such short recovery, whiffing a 6HS on oki can be used as a fakeout to try to get an opponent to blitz or backdash, then punish them. In pressure, 6HS can be used to catch passive opponents blocking and trap them in another +15 situation in order to reset your pressure, or to catch mashing and punish for high damage as a frame trap.
Strong Okizeme tool that when timed correctly will beat most reversals, with the notable exception of Blitz Shield! Because this attack has such short recovery, whiffing a 6H on oki can be used as a fakeout!
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|name=3HS
|name=3HS
|image=GGXRD_Ky_3H.png
|image=GGXRD_Ky_3H.png
|caption=
|caption=Fore
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD
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  |inv=
  |inv=
  |description=
  |description=
*Combos from f.S on crouching hit and counter hit
*Used in pressure, frame traps, and to launch for combos.
*On hit, combo into Greed Sever. On block, cancel into Split Ciel or Stun Edge to remain safe
*Ky slides forward before slashing.
Ky slides forward before slashing, making 3H YRC a great tool to close distance quickly. While 3H does combo from f.S, it won't work from max range f.S.
*Combos from 5S on crouching and counter hit.
Often used to extend pressure after f.S, and confirm crouching and counter hits into a launcher for high damage. On block, it's usually canceled into Stun Edge, and Split Ciel to remain safe, while on hit it's canceled into Greed Sever for a combo. Like 6K, using YRC to cancel the startup of this move is a tricky way to close in for a throw. While 3HS does connect from f.S, it won't work from max range f.S.
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|name=5D
|name=5D
|image=GGXRD_Ky_5D.png
|image=GGXRD_Ky_5D.png
|caption=
|caption=Atone for your sins!
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD
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  |inv=
  |inv=
  |description=
  |description=
*Standing overhead
*Used as an overhead attack in pressure.
*Summons a Grinder
*Cancels to Homing Jump or Dash on hit only.
Ky can summon Grinders faster with Split Ciel (236D) so it's not recommended for much other than the occasional sneaky unexpected overhead.
*Summons a Grinder.
*Clashes with projectiles.
*Safe on block at most distances
*Proration: 80%
Ky can summon Grinders faster with Split Ciel (236D) so it's not recommended for much other than the occasional sneaky unexpected overhead. While 5D can destroy the opponent's projectiles (and leave Ky with a Grinder afterwards), its slow startup makes it difficult to use for that purpose. It is among the slower Dust overheads in the game. This overhead is much safer on block than Ky's other, faster overhead, Greed Sever, especially when it hits near the end of it's active frames.
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|name=2P
|name=2P
|image=GGXRD_Ky_2P.png
|image=GGXRD_Ky_2P.png
|caption=
|caption= It all starts here
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD
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  |inv=
  |inv=
  |description=
  |description=
*Fast mashable attack to interrupt blockstrings and tick throws
*Used for pressure, setting up frame traps and tick throws, and Burst-safe confirms.
*Proration: 80%
*[[GGXRD-R/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D
 
An essential move in Ky's pressure since it's fast, +2 on block, and easy to confirm into a combo. From here you can choose to do many things, such as frame trap to c.S or 5HS, gatling into another normal, or go for a throw. Due to it's quick recovery, it can create Burst-safe points in combos.
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">2K</font>======
======<font style="visibility:hidden" size="0">2K</font>======
{{MoveData
{{MoveData
|name=2K
|name=2K
|image=GGXRD_Ky_2K.png
|image=GGXRD_Ky_2K.png
|caption=
|caption= More lows, more frame traps, more tick throws
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD
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  |inv=
  |inv=
  |description=
  |description=
*Low attack that reaches farther than 5K
*Used for pressure, setting up frame traps and tick throws, and as a poke
*Proration: 70%
*[[GGXRD-R/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6P, 6K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D
2K has good range and fast startup, which makes it a nice close range poke. Although it is a low, 5K is preferred over 2K as a mixup tool since 2K prorates damage by 70%, and 5K by 80%. In pressure, 2K is neutral on block, which makes it strong for tick throws and frame traps.




  }}
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}}
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======<font style="visibility:hidden" size="0">2S</font>======
======<font style="visibility:hidden" size="0">2S</font>======
{{MoveData
{{MoveData
|name=2S
|name=2S
|image=GGXRD_Ky_2S.png
|image=GGXRD_Ky_2S.png
|caption=
|caption=They aren't going under anything
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD
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  |inv=
  |inv=
  |description=
  |description=
*Long range Low
*Used for spacing, low mixup, and gatling into from f.S for safety
*Harrasment tool along with f.S and 5H.
*[[GGXRD-R/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6K, 5HS, 2HS, 5D, 2D


Use this attack to stop advancing opponents who try do low profile attacks to go under f.S and 5H. On block, cancel into Stun Edge to make it safe. On hit, cancel into 2D or Stun Dipper to combo into knockdown.
2S is a long range low, used to supplement Ky's other spacing tools, and is a long range low attack. It can be used to stop advancing opponents who are tying to either low profile your other attacks, or attempting to rush in. With good sense of spacing and confirming skill, you can cancel correctly spaced 2S hits into Stun Dipper for a knockdown. It's often canceled from f.S on hit or block, and used in pressure to add another low to blockstrings.
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======<font style="visibility:hidden" size="0">2H</font>======
======<font style="visibility:hidden" size="0">2H</font>======
{{MoveData
{{MoveData
|name=2HS
|name=2HS
|image=GGXRD_Ky_2H.png
|image=GGXRD_Ky_2H.png
|caption=
|caption=There is no true escape
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD
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  |inv=
  |inv=
  |description=
  |description=
*Pulls in opponent on air hit
*Used for anti-air, situationally as a spacing tool, and as a frame trap.
*Launches and pulls in opponent on Counter Hit
*Pulls in opponent on air hit.
*Jump cancellable
*Launches and pulls in opponent on Counter Hit.
*Proration: 90%
*[[GGXRD-R/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 5D, 2D


Used in combos and as a preemptive anti air attack since it hits much farther and higher than 6P. Use it to hit opponents who like to jump around outside of 6P range.
It's potential as a preemptive anti-air attack is high, since it's decently fast, and covers a massive amount of space in front of Ky, hitting much farther and higher than 6P. It sometimes functions as a spacing tool + anti-air because of it's large range, jump cancel ability, and the fact that it launches on Counter Hit.  
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">2D</font>======
======<font style="visibility:hidden" size="0">2D</font>======
{{MoveData
{{MoveData
|name=2D
|name=2D
|image=GGXRD_Ky_2D.png
|image=GGXRD_Ky_2D.png
|caption=
|caption= Active for a day and half
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD
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  |inv=
  |inv=
  |description=
  |description=
*Fast long range sweep
*Used for leading combos into knockdown, poking, and as a low mixup.
*2D > Charged Stun Edge for Oki
2D is a fast, long range sweep that is active for an unusually long amount of time. It's often used as a poke in neutral to try to score a knockdown, and sometimes on defense as a fast and long range counterattack. Sweeping and then attacking a downed opponent with 6HS or Charged Stun Edge is Ky's basic okizeme.
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">j.P</font>======
======<font style="visibility:hidden" size="0">j.P</font>======
{{MoveData
{{MoveData
|name=j.P
|name=j.P
|image=GGXRD_Ky_jP.png
|image=GGXRD_Ky_jP.png
|caption=
|caption= That way! (air OK)
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD
Line 474: Line 505:
  |inv=
  |inv=
  |description=  
  |description=  
*Occasional anti-air
*Used for countering opponents in the air, controlling air space, tick throws, and Burst-safe confirms.
*Occasional air-to-air
*[[GGXRD-R/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] j.P, j,K, j.S, j.HS, j.D
*Cancels into itself and j.S, and j.S can cancel into j.P.


This is a safe, but low reward anti air when the opponent attempts to perform delayed jump-in attacks.
While Ky's other jumping normals are generally better, j.P is his fastest and least risky airborne attack. j.P is a great way to interrupt opponents approaching you from above when airborne. It's not guaranteed to beat out an opponent's airthrow attempts, since it hits more high up and horizontally than low and vertically.
 
Super jump P is a great way to interrupt opponents approaching you from above when airborne.
 
When you catch an opponent blocking in the air, mash j.P > j.S > j.P until you touch the ground to force the opponent to block a mixup on landing.
  }}
  }}
}}
}}
Line 490: Line 516:
|name=j.K
|name=j.K
|image=GGXRD_Ky_jK.png
|image=GGXRD_Ky_jK.png
|caption=
|caption=Ky can annoyingly poke you to death in the air too
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD
Line 507: Line 533:
  |inv=
  |inv=
  |description=
  |description=
*Long range air attack
*Used for long-range air-to-air encounters, and catching opponents jumping away.
*Cancel into j.S to and confirm into combo or jump away.
*[[GGXRD-R/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] j.P, j.S, j.HS, j.D
j.K is very fast and hits very far, making it a great for air-to-air encounters.
j.K is very fast and hits very far, making it a great for air-to-air encounters. It's almost just as fast as j.P, and hits much further and a bit higher up, making this a great choice to catch opponents attempting to escape pressure by jumping, or to challenge an opponent from the air that's far away.
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">j.S</font>======
======<font style="visibility:hidden" size="0">j.S</font>======
{{MoveData
{{MoveData
|name=j.S
|name=j.S
|image=GGXRD_Ky_jS.png
|image=GGXRD_Ky_jS.png
|caption=
|caption= Unfortunately doesn't hit crossup anymore
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD
Line 533: Line 560:
  |inv=
  |inv=
  |description=
  |description=
*Jump-in tool
*Used for okizeme, air combos, as an air-to-ground attack, and in fuzzy guard setups.
Ky's standard jump-in attack. Jump cancelable as well, making a core part of air combos.
*[[GGXRD-R/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] j.P, j.HS, j.D
Ky's standard jump in attack. It's often used for safejumps over a knocked down opponent for okizeme. j.S is important in Ky's air combos and fuzzy guard (f-shiki) setups due to being jump cancelable.
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">j.H</font>======
======<font style="visibility:hidden" size="0">j.H</font>======
{{MoveData
{{MoveData
|name=j.HS
|name=j.HS
|image=GGXRD_Ky_jH.png
|image=GGXRD_Ky_jH.png
|caption=Beastly hitbox
|caption=Whack a mole
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD
Line 558: Line 587:
  |inv=
  |inv=
  |description=
  |description=
*Zoning tool. Safe, long range, low reward
*Used for okizeme, air combos, as an air-to-ground or air-to-air attack, countering anti-airs, and controlling air space.
j.H hits very far as well as slightly below Ky. It can even beat anti air attacks when positioned properly at max range! For the most part, Ky uses this right before landing when jumping to control the space in front of him. It's startup frames are also useful when doing empty jump mixups, where you would fake an overhead.  
*[[GGXRD-R/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] j.D
j.HS hits very far, as well as slightly below Ky, it's a gigantic normal that is used to space opponents at the tip, or to cover escapes by using it while backdashing. It can even beat anti-air attacks when positioned properly at max range! j.HS is also used in okizeme, as a safejump right before landing. It's startup frames are also useful when doing empty jump mixups, where you would fake an overhead.  
  }}
  }}
}}
}}
Line 567: Line 597:
|name=j.D
|name=j.D
|image=GGXRD_Ky_jD.png
|image=GGXRD_Ky_jD.png
|caption=
|caption= Summons a helpful cross that plays neutral for you
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD
Line 584: Line 614:
  |inv=
  |inv=
  |description=
  |description=
*Stationary projectile for zoning
*Used for zoning, space control, okizeme, crossups, and to summon grinders.
*Creates a Grinder afterwards
*Disappears if Ky gets hit
*Disappears if Ky gets hit
*Has landing recovery unless YRC or double jump after j.D  
*Clashes with projectiles
*Creates a Grinder
*Has landing recovery unless you YRC or double jump after j.D  
*Can only j.D once per jump
*Can only j.D once per jump
The cross has considerable startup, so it's best to use this from a distance. j.D creates a Grinder which will stay out longer than the actual attack, allowing you to immediately use Air Stun Edge afterwards for a powered up shot! If done close enough to the ground, ground Stun Edges can be used on the Grinder as well. Be aware that j.D suspends Ky in the air briefly during the animation. This move generally sees its use for zoning and okizeme.
J.D is a passive "trap" tool with considerable startup that suspends Ky in the air briefly, so it's best to use it from a distance or while the opponent is downed. It leaves an electric cross hanging in the air for a short amount of time that will hit the opponent if it's touched while active. This is useful for zoning, as well as setting up okizeme. It's possible to cross up an opponent's block by airdashing over them the moment they wake up into j.D. It also functions as an anti-zoning tool, since j.D also creates a Grinder, allowing you to immediately use Air Stun Edge afterwards for a DC Stun Edge. If done close enough to the ground, ground Stun Edges can pass through the grinder as well.
  }}
  }}
}}
}}
Line 599: Line 630:
|name=Ground Throw
|name=Ground Throw
|image=GGXRD_Ky_throw.png
|image=GGXRD_Ky_throw.png
|imageSize=250x350px
|caption= They can't simply block forever
|caption=
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD
Line 617: Line 647:
  |inv=
  |inv=
  |description=  
  |description=  
*Standard Throw, 65% Forced Proration
*Proration: Forced 65%
*RC to add a bit of extra damage. Run forward at the start of the throw RC to add a bit of extra corner carry too.
 
This is the cornerstone of Ky's mixup. It can be RCd in the corner for high damage, or midscreen to carry the opponent to the corner.
  }}
  }}
}}
}}
Line 627: Line 658:
|image=GGXRD_Ky_AirThrow.png
|image=GGXRD_Ky_AirThrow.png
|imageSize=250x325px
|imageSize=250x325px
|caption=
|caption= No-fly zone
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD
Line 643: Line 674:
  |frameAdv=
  |frameAdv=
  |inv=
  |inv=
  |description= Basic air throw used to catch those who jump out of your pressure. Enemies land below for knockdown and enough time for oki.
  |description=  
*Standard Throw, 65% Forced Proration
*Standard Throw, 65% Forced Proration
*RC to add a bit of extra damage
*RC to add a bit of extra damage midscreen, or VT loop in the corner.
Basic air throw used to catch those who jump out of your pressure. Enemies land below for knockdown and enough time to use 6HS, but not Charged Stun Edge.
  }}
  }}
}}
}}
Line 653: Line 685:
|name=Dead Angle Attack
|name=Dead Angle Attack
|image=GGXRD_Ky_6P.png
|image=GGXRD_Ky_6P.png
|caption=
|caption=VETOED
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD
Line 670: Line 702:
  |inv=
  |inv=
  |description=
  |description=
Standard Dead Angle.
*1-14f full invul, 15-32f throw invul
A standard Dead Angle Attack, using Ky's 6P animation. It has moderate startup and recovery, and covers a good amount of space. While always an option, Ky already has access to defensive options with Vapor Thrust or Ride The Lightning, so consider your options before using up your Tension.
}}
}}
 
======<font style="visibility:hidden" size="0">Blitz Shield Charge Attack</font>======
{{MoveData
|name=Blitz Attack
|image=GGXRD-R_Ky_BlitzAttack.png
|caption=
|data=
{{AttackData-GGXRD-R
|version=Uncharged
|damage=50
|tension=
|risc=
|prorate=Initial: 55%
|level=1
|guard=Mid
|cancel=
|roman=R
|startup=(15-48)+13
|active=3
|recovery=Hit: 11<br/>Whiff: 20
|frameAdv=-2
|inv=
}}
{{AttackData-GGXRD-R
|header=no
|version=Max Charge
|damage=50
|tension=
|risc=
|prorate=
|level=4
|guard=Mid
|cancel=
|roman=R
|startup=50+13
|active=3
|recovery=Hit: 11<br/>Whiff: 20
|frameAdv=-+5
|inv=?
|description=
Ky's Blitz Attack is the same as the rest of the cast's, and he has little use for it in combos.  
  }}
  }}
}}
}}
Line 680: Line 756:
|name=Stun Edge
|name=Stun Edge
|image=GGXRD_Ky_StunEdge.png
|image=GGXRD_Ky_StunEdge.png
|caption=Stun Edge
|caption=COCONUT
|image2=GGXRD_Ky_StunEdge2.png
|image2=GGXRD_Ky_StunEdge2.png
|caption2=Durandal Call
|caption2=I am the bone of my sword
|input=236S
|input=236S
|data=
|data=
Line 701: Line 777:
  |inv=
  |inv=
  |description=
  |description=
*Zoning tool, blockstring ender
*Used for spacing, zoning, ending blockstrings, and resetting pressure with YRC
*YRC to recover faster and still have the projectile active
*Can be avoided with low profile moves
*Can be avoided with low profile moves
One of Ky's classic tools for zoning, midscreen,and blockstrings. Should be used after blocked normals to make them safe or YRC which can be used to approach the opponent. With this YRC, Ky has the option to immediately react to incoming hits to effectively avoid damage or attempt an anti-air if they choose to jump over it. Be careful, as certain moves that low profile can completely duck the Stun Edge and even characters such as Faust who can crouch under it with ease.
Stun Edge (SE) is an important part of Ky's neutral game, and is extremely versatile with YRC. It can be used to supplement Ky's spacing midscreen, acting as a longer range but riskier f.S since it has significant recovery and will be punished if jumped or airdashed over. It can also be used at long range as a zoning and harassment tool, especially when the opponent is too far away to punish it with an airdash. It only hits once, SE is outclassed by multi-hit projectiles, and characters that can quickly create projectiles for zoning. SE is safe and a strong approach tool when used with YRC, Ky has the ability to immediately react to what the opponent is doing and then counter accordingly or approach. Certain moves that low profile can completely avoid SE.
  }}
  }}
  {{AttackData-GGXRD
  {{AttackData-GGXRD
  |header=no
  |header=no
  |version=Durandal Call
  |version=Fortified
  |damage=40
  |damage=40
  |tension=4.80
  |tension=4.80
Line 723: Line 798:
  |inv=
  |inv=
  |description=
  |description=
*Becomes a full-screen beam
*Used for zoning, anti-zoning, and resetting pressure.
*Passes through other projectiles
*Knocks down opponent on CH
*Knocks down opponent on CH
*Can be avoided with low profile moves
*Can be avoided with low profile moves
Using a Stun Edge with Durandal Call turns it into a fullscreen beam. On counter hit it knocks down, and can go through other projectiles. An interesting thing to note is that it has been shown to ignore Potemkin's F.D.B. projectile when it's active.
An extremely useful tool, Fortified Stun Edge is also known as DC SE. Shooting an SE through a grinder turns it into a full screen sword beam. DC SE passes through other projectiles, and on Counter Hit it knocks down. This makes it invaluable as a zoning/anti-zoning tool, since SE on it's own is rather weak against dedicated zoners. With one well placed shot, Ky can break a zoning situation using DC SE. In pressure where a grinder has been placed between the opponent and Ky, it's useful to reset pressure with since it's +5 on block.
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">Charged Stun Edge</font>======
======<font style="visibility:hidden" size="0">Charged Stun Edge</font>======
{{MoveData
{{MoveData
|name=Charged Stun Edge
|name=Charged Stun Edge
|image=GGXRD_Ky_ChargedStunEdge.png
|image=GGXRD_Ky_ChargedStunEdge.png
|caption=Charged Stun Edge
|caption=Thunder and sparks, in the heart of the dark
|image2=GGXRD_Ky_ChargedStunEdge2.png
|image2=GGXRD_Ky_ChargedStunEdge2.png
|caption2=Charged Durandal Call
|caption2=Fortified is a large stationary projectile
|input=236HS
|input=236HS
|data=
|data=
Line 754: Line 831:
  |inv=
  |inv=
  |description=
  |description=
*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.HS 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.
  }}
  }}
  {{AttackData-GGXRD
  {{AttackData-GGXRD
  |header=no
  |header=no
  |version=Durandal Call
  |version=Fortified
  |damage=20x6
  |damage=20x6
  |tension=1.20
  |tension=1.20
Line 772: Line 852:
  |inv=
  |inv=
  |description=
  |description=
*Main use is for okizeme after knockdown
*Used for okizeme, and occasionally as a zoning tool.
*Both can be avoided with low profile moves
*Clashes with projectiles
 
*Can be avoided with low profile moves.
A charged version of Ky's Stun Edge that moves across the screen horizontally with full range but is larger and slower than the normal variant. Hits three times instead of one, and is mainly used for okizeme after knockdown. This move will allow ample time to further assault the opponent if they are blocking or being hit. Be careful as this move has a slower startup and is risky if used too close. To fix this, it can be YRC'd which not only makes it safer, but usable for blockstrings. This, just like 236S can be avoided by 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.
----
Combining a Grinder with 236HS will cause it to become much stronger as an okizeme tool as it becomes a large stationary projectile that deals lots of blockstun. Forcing an opponent to wake up into this gives you plenty of time to jump in and go for a high/low mixup without fear of reversals.
  }}
  }}
}}
}}
Line 787: Line 865:
|caption=Air Stun Edge
|caption=Air Stun Edge
|image2=GGXRD_Ky_AirStunEdge2.png
|image2=GGXRD_Ky_AirStunEdge2.png
|caption2=Air Durandal Call
|caption2=Fortified is a beam
|input=j.236S/HS
|input=j.236S/HS
|data=
|data=
Line 806: Line 884:
  |inv=
  |inv=
  |description=
  |description=
*Used for punishing anti-air attempts, stopping momentum in mid-air, pressure, resetting pressure, setting up frame traps and as a zoning tool.
*S shoots at a more shallow angle than HS.
*Ky is crouching during landing recovery.
S Air SE is a multipurpose projectile that can be used in many ways. In neutral it can be used to catch approaching opponents, and to punish anti-air attempts once they've got under you. This is always a risk, but is extremely  safe with YRC, since you won't have to deal with landing recovery, and can assess the situation to confirm into a combo if it hit, go for a mixup if it was blocked, or disengage with an airdash if it was avoided. When Tiger Knee'd (2369S/HS, also referred to as TK), it is advantageous on block, which makes it another way to reset pressure, especially after a jump cancelable normal such as 2HS or c.S. Using an aerial projectile as a pressure reset is unconventional, and many opponents may try to challenge with an attack, leading to an easy frame trap. This is extra effective in the corner!
  }}
  }}
  {{AttackData-GGXRD
  {{AttackData-GGXRD
Line 824: Line 906:
  |inv=
  |inv=
  |description=
  |description=
*Used for zoning.
*HS shoots at a less shallow angle than S.
*Ky is crouching during landing recovery
Compared to S Air SE, HS Air SE is far less multi-use, and is generally TK'd from far away to cover a good portion of the screen and harass the opponent, or to call out an enemy's jump out attempt in pressure where you'd normally use S Air SE. What it does, it does well.
  }}
  }}
  {{AttackData-GGXRD
  {{AttackData-GGXRD
  |header=No
  |header=No
  |version=S, Durandal Call
  |version=S, Fortified
  |damage=43
  |damage=43
  |tension=2.40
  |tension=2.40
Line 842: Line 929:
  |inv=
  |inv=
  |description=
  |description=
*Used for punishing anti-air attempts, stopping momentum in mid-air, pressure, resetting pressure, setting up frame traps and as a zoning tool.
*Passes through projectiles.
*Knocks down on Counter Hit.
For the most part, this move functions exactly the same as S Air SE, only more rewarding. You may find yourself using DC Air SE after using j.D as an okizeme tool, or after jump canceling a normal during pressure and using j.D. DC Air SE stuns the opponent for a long time on counter hit, giving you time confirm, run in, and perform a quick combo on the opponent for knock down. Observant players can even confirm Counter Hits into 3HS!
  }}
  }}
  {{AttackData-GGXRD
  {{AttackData-GGXRD
  |header=No
  |header=No
  |version=HS, Durandal Call
  |version=HS, Fortified
  |damage=43
  |damage=43
  |tension=2.40
  |tension=2.40
Line 860: Line 951:
  |inv=
  |inv=
  |description=
  |description=
*S shoots at a more shallow angle than HS
*Used for zoning, and anti-zoning.
*Shoot through a Grinder to get a beam, just like the ground version.
*Passes through projectiles.
 
*Knocks down on Counter Hit.
Ky has frame advantage when TK'd. This a great tool for corner lockdown. Stuns the opponent for a long time on counter hit, giving you lots of time confirm, run in, and perform a quick combo on the opponent for knock down. Observant players can even confirm Counter Hits into 3HS!
Though it's used in the same way as normal HS Air SE, it's far more potent as a zoning/anti-zoning tool. You can setup a grinder for this move by using j.D in neutral far from the opponent. It's angle makes it very hard for opponents to deal with.
  }}
  }}
}}
}}
Line 871: Line 962:
|name=Vapor Thrust
|name=Vapor Thrust
|image=GGXRD_Ky_VaporThrust.png
|image=GGXRD_Ky_VaporThrust.png
|caption= VAPPPA THRASTO!!
|caption= Never forgive a Shenanigan
|input=623S/HS (air OK)
|input=623S/HS (air OK)
|data=
|data=
Line 890: Line 981:
  |inv=
  |inv=
  |description=
  |description=
*Used as a reversal on defense, as a risky wakeup reversal, as a high risk high reward anti-air, and as an invincible attack.
*1-8F full invul, airborne on frame 9.
*Can be low profiled.
*Can not be YRC'd or PRC'd.
Vapor Thrust (VT) is Ky's invulnerable reversal attack. The S version (SVT) is very rewarding on Counter Hit and starts up/recovers slightly faster than the HS version, but it has much less invulnerability time. It's usually used as a high risk high reward anti-air, or in very specific situations to take advantage of the long untechable recovery on Counter Hit to deal lots of damage. This is an attack that sees rare use.
  }}
  }}
  {{AttackData-GGXRD
  {{AttackData-GGXRD
Line 908: Line 1,004:
  |inv=
  |inv=
  |description=
  |description=
*Used as a reversal on defense and wakeup, as a risky anti-air, in combos, and as an invincible attack.
*1-10 full invul, 11-15F strike invul, airborne on frame 11.
*Can be low profiled
*Can not be YRC'd or PRC'd.
While better than SVT, as far as wakeup reversals go, HS VT (HVT) is risky; it loses to low profile and safe jump attacks, so players need to be sure the opponent isn't doing one of those before attempting this. It also starts up slowly in comparison to other reversals. For example, Ky can use 5K as a meaty on okizeme that will recover in time to block HVT if it's used. HVT hits on both sides of Ky, making it useful for dealing with crossups (as long as your input isn't crossed up). Ky is not left in Counter Hit or crouching state during the recovery. It is integral in Ky's combos, including Vapor Thrust loops, Split Ciel loops, and Dash VT combos. It's used to juggle the opponent, secure knockdowns, and end combos.
  }}
  }}
  {{AttackData-GGXRD
  {{AttackData-GGXRD
Line 926: Line 1,027:
  |inv=
  |inv=
  |description=
  |description=
*S version loses invincibility before it becomes active, but is faster than H
*Used as a risky anti-air, to interrupt momentum, and as an invincible attack
*Both ground versions will miss vs low profile attacks
*Frames 1-8 are strike invulnerable.
*Can not be YRC'd or PRC'd
*Can not be YRC'd or PRC'd.
*Exact invincibility for S: is 1-8F Full. HS: 1-10 Full, 11-15F Strike
Because VT lacks a low hitting hitbox, it's rare to see it used in the air like Sol would use his Volcanic Viper.
As far as wakeup reversals go, Vapor Thrust is risky; it loses to low profile and safe jump attacks, so players need to be sure the opponent isn't doing one of those before attempting this.
 
The HS version is used frequently in the corner for VT loops
  }}
  }}
}}
}}
Line 941: Line 1,039:
|image=GGXRD_Ky_StunDipper.png
|image=GGXRD_Ky_StunDipper.png
|input=236K
|input=236K
|caption= STUN DIPPAAAA!!!
|caption= F I V E F R A M E S
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD
Line 957: Line 1,055:
  |frameAdv=-15
  |frameAdv=-15
|description=
|description=
*low profiles many moves in the game
*Used to low profile oncoming attacks, counterattack on defense, confirm knockdowns from pokes, as a last ditch low attack at the end of pressure, and to cover lots of space quickly.
*Used to ensure knockdown where 2D won't reach
*Punishable on block and whiff
*Frames 1-4 upper body invincibility; Frames 5-18 invincible above the knee
*Frames 1-4 upper body invincibility; Frames 5-18 invincible above the knee
Low profile sliding attack that leads to knockdown where 2D won't reach. The slide is a low and the slash hits mid. Be aware that if this move is used too close, the second hit won't combo, so only use it after gatlings where 2D won't knockdown. 2nd hit knocks down, giving you enough time to run up 6HS afterwards.
*First hit is a low, second hit is a mid.
*Second hit will not combo after the first if spaced too close.
*Second hit combos on Counter Hit.
Stun Dipper (SD) is one of Ky's strongest tools in general. Its upper body invulnerability, very fast startup, and long travel distance make it useful in a wide variety of situations. SD can be used to counter an opponent's spacing by sliding right under their attacks, and to confirm knockdowns from combos and pokes spaced at the tip. If you are spaced too close and attempt to confirm into SD, the first hit will connect, but the second hit won't, leaving you wide up for a punish. Experienced players know the general feeling for when SD is spaced correctly or not. At the end of pressure, it's often used as a last ditch attack once the opponent has been pushed far away and is attempting to escape pressure. This is risky without 50 Tension to RC or PRC it; SD is very unsafe on block. It's also commonly used to escape pressure once a hole opens up in an opponent's offense.
  }}
  }}
}}
}}
Line 969: Line 1,068:
|name=Greed Sever
|name=Greed Sever
|image=GGXRD_Ky_GreedSever.png
|image=GGXRD_Ky_GreedSever.png
|caption=GREEEDO SEVAAH!!!
|caption= <s>Telegraphed and reactable</s> UNBLOCKABLE
|input=214K
|input=214K
|data=
|data=  
  {{AttackData-GGXRD
  {{AttackData-GGXRD
  |damage=30
  |damage=30
Line 987: Line 1,086:
  |inv=
  |inv=
  |description=
  |description=
*Overhead
*Used as a combo tool, to control space against active opponents, to counter hit low attacks, and occasionally as an overhead mixup.
*Combo tool
*Do note that while the startup is 19F, it does not hit crouching opponents until later (22-23F speculated).
*Airborne from frame 4
*Airborne and invulnerable at the feet from frame 4.
Heavily telegraphed overhead, primarily used in combos especially after 3HS. Do note that while the startup is 19F, it does not hit crouching opponents until much later (22F speculated).
As an overhead, Greed Sever (GS) is telegraphed and a bit slow, and unsafe on block, so it's primarily used in combos. While faster than most dusts, it has a unique animation and loud audio cue that makes it easier to react to.  Though it's lacking as a pure mixup tool, GS begins to shine after an opponent is properly read and is used to catch defensive mashing, low attacks in neutral, and active and aggressive neutral play. It's unsafe on block, so it's typically reserved until 50 Tension is saved up to RC it.
  }}
  }}
}}
}}
Line 998: Line 1,097:
|name=Split Ciel
|name=Split Ciel
|image=GGXRD_Ky_SplitCiel.png
|image=GGXRD_Ky_SplitCiel.png
|caption= Gate of Illyria
|input=236D
|input=236D
|data=
|data=
Line 1,015: Line 1,115:
  |inv=
  |inv=
  |description=
  |description=
*Fast way to summon a Grinder
*Used to summon grinders, in combos, and to end blockstrings.
*When near the corner, 236D > 2D > 236HS for okizeme
*Lower body invulnerable in the middle of the startup (5-12F)
*Lower body invincible in the middle of the startup (5-12F)
In neutral, Split Ciel (SC) is used to summon Grinders as quickly and safely as possible. The threat of a grinder allows Ky to play much more passive neutral game, forcing the opponent to change their position to avoid being caught by DC SE. In combos, it staggers the opponent and leaves behind a Grinder to use DC CSE after a knockdown. If it hits while the opponent is airborne (typically after 2D), it will blow them away towards the corner. Ending blockstrings with SC is strong, because it's only -1 on block and leaves Ky with a Grinder to work with. Beware using it when too far from the opponent, since it has a decent amount of whiff recovery.
On air hit (typically after 2D), blows the opponent away full screen, so use it when near the corner to force the opponent to wake up into a powered up 236HS.
 
As an anti-zoning tool use Split Ciel as a fast way to get a grinder out, which forces the opponent to second guess shooting out their own projectile or else you can retaliate with a powered up Stun Edge and hit them from fullscreen immedaitely.
 
Another tactic is to do 236HS YRC, run forwards > Split Ciel! Run forward far enough and you can get a powered up 236HS! This allows you a very safe approach that can end with lots of blockstun.
  }}
  }}
}}
}}
Line 1,033: Line 1,128:
|image=GGXRD_Ky_RideTheLightning.png
|image=GGXRD_Ky_RideTheLightning.png
|input=632146HS (air OK)
|input=632146HS (air OK)
|caption=''Thunder sounds!''
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD
Line 1,062: Line 1,158:
  |cancel=
  |cancel=
  |roman=YRP
  |roman=YRP
  |startup=10+1
  |startup=8+1
  |active=42
  |active=42
  |recovery=Until Landing +6 After Landing
  |recovery=Until Landing +6 After Landing
Line 1,068: Line 1,164:
  |inv=
  |inv=
  |description=
  |description=
*Used to end midscreen air combos in a knockdown, as a wakeup reversal, as a reversal in pressure, to confirm from j.S fuzzy guard (f-shiki), and to end rounds with Burst Overdrive
*Fully invincible from 1-25F (air version 1-17F). Projectile invincible during all active frames.
*Fully invincible from 1-25F (air version 1-17F). Projectile invincible during all active frames.
*Use air version to knockdown midscreen (most of the time). Wall sticks opponent in the corner, but they can tech.
Ride The Lightning (RTL) is Ky's signature super, which sends him bolting across the screen surrounded by lightning. Boasting tons of invul and damage, it can be used to completely turn the tide of match, especially in Hellfire. It's horizontal movement allows it to beat options that would otherwise bait Vapor Thrust, and it can be difficult to punish since using FD will make it safe. That said, it is unsafe on block and has Counter Hit recovery, so it's risky. Ending common midscreen air combos with RTL allows Ky to score knockdowns where he's usually unable to. While it has lots of invulnerability, it starts up exactly as fast as HS Vapor Thrust.
Reversal super that does decent damage, but isn't faster than any of Ky's other reversal options. Having said that, the fact that it moves forward lets it beat oki options that Vapor Thrust would lose to. Its projectile invincibility also gives it unique utility in beating things like Millia's disc oki and Elphelt's Grenade-unblockable setups. The additional damage this attack does during Hellfire also makes it useful for tacking on a bit of extra damage for the KO.
  }}
  }}
}}
}}
Line 1,080: Line 1,176:
|image2=GGXRD_Ky_SacredEdge2.png
|image2=GGXRD_Ky_SacredEdge2.png
|input=236236P
|input=236236P
|caption2= The lightning strikes, cracking the night
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD
Line 1,091: Line 1,188:
  |cancel=
  |cancel=
  |roman=YRP
  |roman=YRP
  |startup=5+3
  |startup=4+3
  |active=Until Corner
  |active=Until Corner
  |recovery=Total 36
  |recovery=Total 36
Line 1,099: Line 1,196:
  }}
  }}
  {{AttackData-GGXRD
  {{AttackData-GGXRD
  |version=Durandal Call
  |version=Fortified
  |header=No
  |header=No
  |damage=100
  |damage=100
Line 1,115: Line 1,212:
  |inv=
  |inv=
  |description=
  |description=
*Normal version is often used mid screen 2D > Sacred Edge, run up c.S > 2H > combo.
*Used in combos
*Durandal Call version wall sticks opponent in the corner. Common combo route near the corner is to do Split Ciel, Sacred Edge > combo.
*Fortified version wall sticks opponent in the corner.
*Frames 4-6 strike invulnerable.
 
Sacred Edge is used both mid screen and in the corner to add damage to a combo without sacrificing much Tension. Because Overdrives don't put a player into Tension cooldown, you can gain quite a bit of the Tension spent on the Overdrive just by succefully completing your combo. DC Sacred Edge wallsticks the opponent in the corner, which creates new combo opportunities. Though Sacred Edge is a projectile, it is rarely used outside of combos since Stun Edge and Charged Stun Edge accomplish similar things and don't cost 50 Tension.
  }}
  }}
}}
}}
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|image=GGXRD_Ky_RisingForce.png
|image=GGXRD_Ky_RisingForce.png
|image2=GGXRD_Ky_RisingForce2.png
|image2=GGXRD_Ky_RisingForce2.png
|caption2=HOPE
|caption2= ''They are modest to greed, generous to the truth of the world, when the heart is peaceful the seven seas cry-''
|input=in IK mode: 236236H
|input=in IK mode: 236236H
|data=
|data=
Line 1,161: Line 1,261:
  |inv=
  |inv=
  |description=
  |description=
Fairly fast Instant Kill, but not useful outside of specific setups. Here are a couple of easy IK combo when Conclusion Conditions Complete:
*Uses animation from 3HS
*H Vapor Thrust > RC > land > Activate > IK. Requires 100% Tension
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 [[GGXRD-R/Offense#Instant_Kill|Conclusion Conditions]] are met.
*5D Near the corner > Homing Dash > Activate > IK. Requires 50% Tension
*Near the corner > 5K > c.S > 6K > Split Ciel > RC > 5D > Homing Dash > Activate > IK. Requires 100% Tension
*Split Ciel > RC > Activate > IK. Requires 100% Tension. Need to be not too far from the opponent when Split Ciel hits.
**e.g. c.S > 6K > Split Ciel > RC > Activate > IK.
*Counter-hit Greed Sever > RC > Activate > IK. Requires 100% Tension. If the opponent is airborne then RC won't be needed, meaning you only require 50% Tension.  


  }}
  }}
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}}
}}
{{Navbar-GGXRD-R}}
{{Navbar-GGXRD-R}}
[[Category:Guilty Gear]]
[[Category:Guilty Gear|Ky Kiske]]
[[Category:Guilty Gear Characters]]

Latest revision as of 04:47, 25 December 2023

Ky Kiske
GGXRD-R Ky Portrait.png

Defense Modifier: x1.03

Guts Rating: 2

Weight: Medium

Stun Resistance: 60

Jump Startup: 3F

Backdash Time 16F / Invul: 1-9F

Movement Options
Double Jump, 1 Airdash, Dash Type: Run
  

Overview

Backstory

After leading the Sacred Order of Holy Knights to victory against Justice and ending the crusades, Ky was haunted by the commander gear's last words that challenged his rigid ideals. His former conviction in his concept of justice and morality shaken, Ky contemplated the true meaning of justice during his search for the new commander gear, and his many clashes with his lifelong rival Sol Badguy. After fostering a forbidden relationship with Dizzy and giving birth to a son, Sin, Ky was pressured into becoming the puppet leader of Illyria by the United Nations under veiled threats to his family. Charismatic, skilled, and possessing a deep belief in hope, Ky takes the throne as High King reigning over the land of Illyria. The weight of his position has broadened his view significantly, and he has lost some of his youthful zeal in his ruling years. He feels regret for his failures as a father and husband, having sent Sin to be raised by his old rival, Sol, for his son's safety in a world hostile to gears, and to focus on his duties to his people as king. Despite his kind heart and collected royal demeanor, he still possesses an unwavering sense of justice, and is prone to outbursts of anger and emotion when pushed too far. Some doubt his abilities and think him unfit to rule, but many others adore him for displaying such human behavior. Having used the Thunderseal to save Dizzy's life, Ky takes up his imitation blade, Magnolia Eclair, in GGXRD.

Gameplay Overview

Ky Kiske fulfills the role of a simple and well rounded character. Ky performs best at midrange with a variety of useful pokes at his disposal, but he has tools at every range thanks to his Stun Edge projectiles. He uses his fast and long reaching f.S to tame opponents and threaten them with high damage counter hit combos, and rounds out his spacing game with 2S, 5HS, 2K, and 2D. From well spaced pokes, experienced Ky players can cancel into Stun Dipper to secure knockdowns from afar. Frustrated opponents that jump at him will find themselves dealing with his upper body invulnerable 6P and fast, long reaching 2HS. When he finds himself further away from the opponent he can use his Stun Edge projectiles to harass them, either covering his approach or playing keep away. After securing a knockdown, Ky can safely set up okizeme using 6HS and Charged Stun Edge, then apply his strong pressure game by lacing in low attacks, frame traps, and throws to wear the enemy down. To turn the tide, Ky can use his exceptional Stun Dipper to slide under pokes and projectiles and score knockdowns, utilize his overhead Greed Sever to attempt to catch the opponent slacking on defense, or spend Tension to use his fully invulnerable reversal, Ride The Lightning. He is a character that can rapidly switch between keeping the opponent away and turning on the offensive. His balanced movepool has a tool for every situation, though he lacks specialization in any one role. While some are quick to assume Ky is a painfully basic character, he has many tricks and tools in his arsenal that round out his game plan. In Xrd Ky was given the addition of "Grinders" (see Durandal Call below) which further augment his abilities. Using Grinders, Ky can create projectiles to augment his zoning game, okizeme, and combos. In short, Ky excels at playing the neutral game, knocking opponents down from grounded hits, setting up safe okizeme, and creating strong pressure.

Strengths

  • Strong neutral game with fast and far-reaching normals that reward hits with knockdown and damage, and long range projectiles useful for zoning and anti-zoning.
  • Multiple safe ways to setup okizeme.
  • Pressure that utilizes many lows, rewarding frame traps, and opportunities to reset pressure.
  • Has a tool for every situation, including two strong anti-airs, and two reversal attacks.
  • Grinders augment both his neutral and okizeme potential.
  • Ease of use and focus on fundamentals make him a great choice for beginners.

Weaknesses

  • Basic throw/frame trap focused mixup, requiring reads and conditioning to successfully break an opponent's defense.
  • While he has a tool for every situation, he can be outclassed by specialists.

Durandal Call and Fortified Projectiles

Powered up projectiles

Ky can use specific attacks (5D, j.D, 236D) to summon small floating portals called Grinders that last for 3 - 4 seconds. Shoot a projectile through a Grinder and it will power up into a Fortified state. Fortified projectiles give Ky more versatility in his gameplay. Stun Edges become full screen sword-beams for zoning, Charged Stun Edges become a large, long lasting sword projectile for okizeme, and Sacred Edge becomes a massive full screen blade, slamming the opponent to the wall for combos.

Normal Moves

5P
5P
GGXRD Ky 5P.png
That way!
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
8 Mid CSJ YRP 5 4 5 +1
  • Used for pressure, tick throws, setting up frame traps, Burst-safe confirms, and as a situational anti-air.
  • Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 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 in crossup scenarios.)

5K
5K
GGXRD Ky 5K.png
Watch your feet
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 Low SJ YRP 5 8 7 -5
  • Used for mixup, okizeme, setting up frame traps, and sometimes for tick throws.
  • Standing low.
  • Proration: 80%
  • Gatling Options: 6P, 6K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D

5K is an all purpose attack often used in mixups (like empty jump > 5K) due to it's fast startup and animation that has Ky standing, yet is a low attack. It hits much higher up than it appears, and is a bit negative on block, which makes it ideal for canceling into frame traps like 5HS and c.S.

c.S
c.S
GGXRD Ky cS.png
En Garde!
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid SJ YRP 7 2 18 -1
  • Used for frame traps, punishing, pressure, option selecting with forward throw, and as a situational anti-air.
  • On Counter Hit, combos into 6HS.
  • Gatling Options: 6P, 6K, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D

An essential move in pressure due to it's high attack level, jump cancelability, use as a frame trap, high reward on counter hit, and ability to throw option select. It's safe to end pressure with normally, but it's common to jump cancel it into TK Stun Edge or to simply escape a situation. By late canceling other attacks into c.S in pressure, you can create a frame trap to catch opponents trying to counterattack on defense. On Counter Hit, there's enough time to combo into 6HS, leading to high damage combo routes. It's fast startup and high damage makes it a good punish tool, too. It hits a bit higher up than implied by the animation, and works as an anti-air occasionally. By pressing 6HS+S to execute a throw, you'll get this attack if the opponent jumped or backdashed. This is much faster than 5HS or 6HS, and if an opponent successfully jumps your throw attempt but didn't hold Faultless Defense, they may be caught.

f.S
f.S
GGXRD Ky fS.png
The button everyone is afraid of
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid S YRP 10 6 19 -11
  • Used for spacing and pressure.
  • On crouching hit or Counter Hit, combos into 3HS.
  • Can be avoided with low profile attacks.
  • Gatling Options: 6K, 2S, 5HS, 2HS, 6HS, 3HS, 5D, 2D

Ky's farthest reaching ground normal and standard spacing/harassment tool thanks to its long range and fast startup. Use f.S at max range to lock down the opponent and prevent them from advancing or escaping. If your confirms and sense of spacing are strong, you can cancel into Stun Dipper on hit for a knockdown. On crouching or Counter Hit, it can be canceled into 3HS for a combo at most ranges. Ky's hurtbox is extended very far forward during and after the attack, so opponents can punish this if used recklessly. Some characters can get under this attack with low profile moves, mix it up with 5H, 2S, and Stun Edge if they start to find ways around f.S. With at least 25 Tension, you can YRC option select with this move by inputting a Roman Cancel the moment the attack becomes active. If the attack doesn't make contact with the opponent, you'll receive a YRC and remain safe, on hit, you'll receive no YRC, and continue as normal. When you have above 50 Tension this will become a Red Roman cancel, which can be used to close in for a combo on hit or start pressure on block.

5H
5HS
GGXRD Ky 5H.png
Tag em' with a stagger
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
42 Mid S YRP 10 6 12 +1
  • Used for spacing, frame traps, situational anti-air, and punishing.
  • Staggers on Counter Hit (Max duration 51F).
  • Gatling Options: 6K, 5D, 2D

5HS can be thought of as a shorter range, but safer version of f.S. It's a medium reach poke that is safe on block, and when used in tandem with Ky's other spacing tools it can be very strong. 5HS hits a bit higher up than f.S, and can be used as an anti-air + spacing tool in some situations. On Counter Hit, it staggers the opponent, making it a great choice to frame trap with in pressure.

6P
6P
GGXRD Ky 6P.png
It is perpetual, it keeps the country clean

THE PEOPLE'S ELBOW!!!!!

Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Mid S YRP 9 5 15 -6
  • Used as an anti-air, pressure tool, frame trap, and poke/counterpoke.
  • Upper body invul during the start of the attack (1-6f), invul above the knee near the end (7-13F).
  • Proration 90%
  • Gatling Options: 6K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D

6P is an extremely solid anti-air and your go-to attack to counter opponents coming from the air due to its invulnerability that improves the longer the move has been out. As a grounded attack, it has it's uses to counter higher-hitting pokes, though doesn't have a very high reward from far away. It can be used in pressure either to set up frame traps, or as a frame trap itself.

6K
6K
GGXRD Ky 6K.png
Pressure reset and frame trap
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32 Mid S YRP 19 2 11 +4
  • Used to reset pressure, and frame trap.
  • Ky steps forward before attacking.

Because this attack is +4 on block and moves Ky forward, it allows Ky to start a new blockstring afterwards. The downside is its slow startup will lose to jumping/backdashing/mashing, so the opponent must be conditioned to block before this can be effectively used. Using YRC during the startup of this move is a tricky way to move closer to the opponent for a throw. Keep in mind that 6K is +4 on block, and Ky's fastest normals have 5f of startup. This means that even when not instant blocked, the opponent has a 1f gap to input a reversal to beat an attempt to re-establish pressure.

6H
6HS
GGXRD Ky 6H.png
baby come back
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30x2 Mid SJ YRP 23 8,2 2 +15
  • Used for okizeme, resetting pressure, for frame traps, and as a situational ground poke.
  • Forces opponent into crouching state on ground hit, enabling combos into f.S > 3HS.

6HS is a very strong tool on offense and okizeme because of its high frame advantage (+15) and extremely fast recovery time (2f). When timed correctly it will beat most reversals, with the notable exceptions of Blitz Shield and backdash. This means that it's effective as a grounded "safejump", if they block they have to deal with a move that's +15 on block, if they reversal attack they get baited and punished. Because this attack has such short recovery, whiffing a 6HS on oki can be used as a fakeout to try to get an opponent to blitz or backdash, then punish them. In pressure, 6HS can be used to catch passive opponents blocking and trap them in another +15 situation in order to reset your pressure, or to catch mashing and punish for high damage as a frame trap.

3H
3HS
GGXRD Ky 3H.png
Fore
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
35 Mid S YRP 15 4 25 -12
  • Used in pressure, frame traps, and to launch for combos.
  • Ky slides forward before slashing.
  • Combos from 5S on crouching and counter hit.

Often used to extend pressure after f.S, and confirm crouching and counter hits into a launcher for high damage. On block, it's usually canceled into Stun Edge, and Split Ciel to remain safe, while on hit it's canceled into Greed Sever for a combo. Like 6K, using YRC to cancel the startup of this move is a tricky way to close in for a throw. While 3HS does connect from f.S, it won't work from max range f.S.

5D
5D
GGXRD Ky 5D.png
Atone for your sins!
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 HF - YRP 28 13 11 -5
  • Used as an overhead attack in pressure.
  • Cancels to Homing Jump or Dash on hit only.
  • Summons a Grinder.
  • Clashes with projectiles.
  • Safe on block at most distances
  • Proration: 80%

Ky can summon Grinders faster with Split Ciel (236D) so it's not recommended for much other than the occasional sneaky unexpected overhead. While 5D can destroy the opponent's projectiles (and leave Ky with a Grinder afterwards), its slow startup makes it difficult to use for that purpose. It is among the slower Dust overheads in the game. This overhead is much safer on block than Ky's other, faster overhead, Greed Sever, especially when it hits near the end of it's active frames.

2P
2P
GGXRD Ky 2P.png
It all starts here
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
6 Mid CS YRP 5 4 4 +2
  • Used for pressure, setting up frame traps and tick throws, and Burst-safe confirms.
  • Proration: 80%
  • Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D

An essential move in Ky's pressure since it's fast, +2 on block, and easy to confirm into a combo. From here you can choose to do many things, such as frame trap to c.S or 5HS, gatling into another normal, or go for a throw. Due to it's quick recovery, it can create Burst-safe points in combos.

2K
2K
GGXRD Ky 2K.png
More lows, more frame traps, more tick throws
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
14 Low S YRP 5 4 6 ±0
  • Used for pressure, setting up frame traps and tick throws, and as a poke
  • Proration: 70%
  • Gatling Options: 6P, 6K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D

2K has good range and fast startup, which makes it a nice close range poke. Although it is a low, 5K is preferred over 2K as a mixup tool since 2K prorates damage by 70%, and 5K by 80%. In pressure, 2K is neutral on block, which makes it strong for tick throws and frame traps.

2S
2S
GGXRD Ky 2S.png
They aren't going under anything
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 Low S YRP 9 2 15 -3
  • Used for spacing, low mixup, and gatling into from f.S for safety
  • Gatling Options: 6K, 5HS, 2HS, 5D, 2D

2S is a long range low, used to supplement Ky's other spacing tools, and is a long range low attack. It can be used to stop advancing opponents who are tying to either low profile your other attacks, or attempting to rush in. With good sense of spacing and confirming skill, you can cancel correctly spaced 2S hits into Stun Dipper for a knockdown. It's often canceled from f.S on hit or block, and used in pressure to add another low to blockstrings.

2H
2HS
GGXRD Ky 2H.png
There is no true escape
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28x2 Mid SJ YRP 11 1,4 20 -7
  • Used for anti-air, situationally as a spacing tool, and as a frame trap.
  • Pulls in opponent on air hit.
  • Launches and pulls in opponent on Counter Hit.
  • Proration: 90%
  • Gatling Options: 5D, 2D

It's potential as a preemptive anti-air attack is high, since it's decently fast, and covers a massive amount of space in front of Ky, hitting much farther and higher than 6P. It sometimes functions as a spacing tool + anti-air because of it's large range, jump cancel ability, and the fact that it launches on Counter Hit.

2D
2D
GGXRD Ky 2D.png
Active for a day and half
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Low SJ YRP 7 12 12 -10
  • Used for leading combos into knockdown, poking, and as a low mixup.

2D is a fast, long range sweep that is active for an unusually long amount of time. It's often used as a poke in neutral to try to score a knockdown, and sometimes on defense as a fast and long range counterattack. Sweeping and then attacking a downed opponent with 6HS or Charged Stun Edge is Ky's basic okizeme.

j.P
j.P
GGXRD Ky jP.png
That way! (air OK)
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
6 HA CSJ YRP 6 6 6 -
  • Used for countering opponents in the air, controlling air space, tick throws, and Burst-safe confirms.
  • Gatling Options: j.P, j,K, j.S, j.HS, j.D

While Ky's other jumping normals are generally better, j.P is his fastest and least risky airborne attack. j.P is a great way to interrupt opponents approaching you from above when airborne. It's not guaranteed to beat out an opponent's airthrow attempts, since it hits more high up and horizontally than low and vertically.

j.K
j.K
GGXRD Ky jK.png
Ky can annoyingly poke you to death in the air too
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16 HA S YRP 7 4 12 -
  • Used for long-range air-to-air encounters, and catching opponents jumping away.
  • Gatling Options: j.P, j.S, j.HS, j.D

j.K is very fast and hits very far, making it a great for air-to-air encounters. It's almost just as fast as j.P, and hits much further and a bit higher up, making this a great choice to catch opponents attempting to escape pressure by jumping, or to challenge an opponent from the air that's far away.

j.S
j.S
GGXRD Ky jS.png
Unfortunately doesn't hit crossup anymore
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 HA SJ YRP 7 3 21 -
  • Used for okizeme, air combos, as an air-to-ground attack, and in fuzzy guard setups.
  • Gatling Options: j.P, j.HS, j.D

Ky's standard jump in attack. It's often used for safejumps over a knocked down opponent for okizeme. j.S is important in Ky's air combos and fuzzy guard (f-shiki) setups due to being jump cancelable.

j.H
j.HS
GGXRD Ky jH.png
Whack a mole
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
38 HA S YRP 13 4 23 -
  • Used for okizeme, air combos, as an air-to-ground or air-to-air attack, countering anti-airs, and controlling air space.
  • Gatling Options: j.D

j.HS hits very far, as well as slightly below Ky, it's a gigantic normal that is used to space opponents at the tip, or to cover escapes by using it while backdashing. It can even beat anti-air attacks when positioned properly at max range! j.HS is also used in okizeme, as a safejump right before landing. It's startup frames are also useful when doing empty jump mixups, where you would fake an overhead.

j.D
j.D
GGXRD Ky jD.png
Summons a helpful cross that plays neutral for you
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 All - YRP 38 13 25 Total + 8 after landing -
  • Used for zoning, space control, okizeme, crossups, and to summon grinders.
  • Disappears if Ky gets hit
  • Clashes with projectiles
  • Creates a Grinder
  • Has landing recovery unless you YRC or double jump after j.D
  • Can only j.D once per jump

J.D is a passive "trap" tool with considerable startup that suspends Ky in the air briefly, so it's best to use it from a distance or while the opponent is downed. It leaves an electric cross hanging in the air for a short amount of time that will hit the opponent if it's touched while active. This is useful for zoning, as well as setting up okizeme. It's possible to cross up an opponent's block by airdashing over them the moment they wake up into j.D. It also functions as an anti-zoning tool, since j.D also creates a Grinder, allowing you to immediately use Air Stun Edge afterwards for a DC Stun Edge. If done close enough to the ground, ground Stun Edges can pass through the grinder as well.


Universal Mechanics

Ground Throw
Ground Throw
GGXRD Ky throw.png
They can't simply block forever
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
60 Ground Throw: 75250 - R 1 - - +49
  • Proration: Forced 65%

This is the cornerstone of Ky's mixup. It can be RCd in the corner for high damage, or midscreen to carry the opponent to the corner.

Air Throw
Air Throw
GGXRD Ky AirThrow.png
No-fly zone
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
60 Air Throw: 192500 - R 1 - - -
  • Standard Throw, 65% Forced Proration
  • RC to add a bit of extra damage midscreen, or VT loop in the corner.

Basic air throw used to catch those who jump out of your pressure. Enemies land below for knockdown and enough time to use 6HS, but not Charged Stun Edge.

Dead Angle Attack
Dead Angle Attack
GGXRD Ky 6P.png
VETOED
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 Mid - - 12 3 24 -13
  • 1-14f full invul, 15-32f throw invul

A standard Dead Angle Attack, using Ky's 6P animation. It has moderate startup and recovery, and covers a good amount of space. While always an option, Ky already has access to defensive options with Vapor Thrust or Ride The Lightning, so consider your options before using up your Tension.

Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Ky BlitzAttack.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Uncharged 50 Mid - R (15-48)+13 3 Hit: 11
Whiff: 20
-2
Max Charge 50 Mid - R 50+13 3 Hit: 11
Whiff: 20
-+5

Ky's Blitz Attack is the same as the rest of the cast's, and he has little use for it in combos.


Special Moves

Stun Edge
Stun Edge
236S
GGXRD Ky StunEdge.png
COCONUT
GGXRD Ky StunEdge2.png
I am the bone of my sword
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal 30 All - YRP 10 Until Corner Total 46 -10
  • Used for spacing, zoning, ending blockstrings, and resetting pressure with YRC
  • Can be avoided with low profile moves

Stun Edge (SE) is an important part of Ky's neutral game, and is extremely versatile with YRC. It can be used to supplement Ky's spacing midscreen, acting as a longer range but riskier f.S since it has significant recovery and will be punished if jumped or airdashed over. It can also be used at long range as a zoning and harassment tool, especially when the opponent is too far away to punish it with an airdash. It only hits once, SE is outclassed by multi-hit projectiles, and characters that can quickly create projectiles for zoning. SE is safe and a strong approach tool when used with YRC, Ky has the ability to immediately react to what the opponent is doing and then counter accordingly or approach. Certain moves that low profile can completely avoid SE.

Fortified 40 All - R ~+9 3 - +5
  • Used for zoning, anti-zoning, and resetting pressure.
  • Passes through other projectiles
  • Knocks down opponent on CH
  • Can be avoided with low profile moves

An extremely useful tool, Fortified Stun Edge is also known as DC SE. Shooting an SE through a grinder turns it into a full screen sword beam. DC SE passes through other projectiles, and on Counter Hit it knocks down. This makes it invaluable as a zoning/anti-zoning tool, since SE on it's own is rather weak against dedicated zoners. With one well placed shot, Ky can break a zoning situation using DC SE. In pressure where a grinder has been placed between the opponent and Ky, it's useful to reset pressure with since it's +5 on block.

Charged Stun Edge
Charged Stun Edge
236HS
GGXRD Ky ChargedStunEdge.png
Thunder and sparks, in the heart of the dark
GGXRD Ky ChargedStunEdge2.png
Fortified is a large stationary projectile
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal 20x3 All - YRP 38 Until Corner Total 69 +14
  • 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.HS 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.

Fortified 20x6 All - R ~+9 59 - +18
  • 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.

Air Stun Edge
Air Stun Edge
j.236S/HS
GGXRD Ky AirStunEdge.png
Air Stun Edge
GGXRD Ky AirStunEdge2.png
Fortified is a beam
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
S, Normal 33 All - YRP 21 Until Ground Total: 41 + 14 after landing -
  • Used for punishing anti-air attempts, stopping momentum in mid-air, pressure, resetting pressure, setting up frame traps and as a zoning tool.
  • S shoots at a more shallow angle than HS.
  • Ky is crouching during landing recovery.

S Air SE is a multipurpose projectile that can be used in many ways. In neutral it can be used to catch approaching opponents, and to punish anti-air attempts once they've got under you. This is always a risk, but is extremely safe with YRC, since you won't have to deal with landing recovery, and can assess the situation to confirm into a combo if it hit, go for a mixup if it was blocked, or disengage with an airdash if it was avoided. When Tiger Knee'd (2369S/HS, also referred to as TK), it is advantageous on block, which makes it another way to reset pressure, especially after a jump cancelable normal such as 2HS or c.S. Using an aerial projectile as a pressure reset is unconventional, and many opponents may try to challenge with an attack, leading to an easy frame trap. This is extra effective in the corner!

HS, Normal 33 All - YRP 21 Until Ground Total: 41 + 14 after landing -
  • Used for zoning.
  • HS shoots at a less shallow angle than S.
  • Ky is crouching during landing recovery

Compared to S Air SE, HS Air SE is far less multi-use, and is generally TK'd from far away to cover a good portion of the screen and harass the opponent, or to call out an enemy's jump out attempt in pressure where you'd normally use S Air SE. What it does, it does well.

S, Fortified 43 All - R ~+9 3 - -
  • Used for punishing anti-air attempts, stopping momentum in mid-air, pressure, resetting pressure, setting up frame traps and as a zoning tool.
  • Passes through projectiles.
  • Knocks down on Counter Hit.

For the most part, this move functions exactly the same as S Air SE, only more rewarding. You may find yourself using DC Air SE after using j.D as an okizeme tool, or after jump canceling a normal during pressure and using j.D. DC Air SE stuns the opponent for a long time on counter hit, giving you time confirm, run in, and perform a quick combo on the opponent for knock down. Observant players can even confirm Counter Hits into 3HS!

HS, Fortified 43 All - R ~+9 3 - -
  • Used for zoning, and anti-zoning.
  • Passes through projectiles.
  • Knocks down on Counter Hit.

Though it's used in the same way as normal HS Air SE, it's far more potent as a zoning/anti-zoning tool. You can setup a grinder for this move by using j.D in neutral far from the opponent. It's angle makes it very hard for opponents to deal with.

Vapor Thrust
Vapor Thrust
623S/HS (air OK)
GGXRD Ky VaporThrust.png
Never forgive a Shenanigan
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
S 48 Mid - R 9 3 32 + 9 Landing -30
  • Used as a reversal on defense, as a risky wakeup reversal, as a high risk high reward anti-air, and as an invincible attack.
  • 1-8F full invul, airborne on frame 9.
  • Can be low profiled.
  • Can not be YRC'd or PRC'd.

Vapor Thrust (VT) is Ky's invulnerable reversal attack. The S version (SVT) is very rewarding on Counter Hit and starts up/recovers slightly faster than the HS version, but it has much less invulnerability time. It's usually used as a high risk high reward anti-air, or in very specific situations to take advantage of the long untechable recovery on Counter Hit to deal lots of damage. This is an attack that sees rare use.

HS 48 Mid - R 11 4 35 + 9 Landing -34
  • Used as a reversal on defense and wakeup, as a risky anti-air, in combos, and as an invincible attack.
  • 1-10 full invul, 11-15F strike invul, airborne on frame 11.
  • Can be low profiled
  • Can not be YRC'd or PRC'd.

While better than SVT, as far as wakeup reversals go, HS VT (HVT) is risky; it loses to low profile and safe jump attacks, so players need to be sure the opponent isn't doing one of those before attempting this. It also starts up slowly in comparison to other reversals. For example, Ky can use 5K as a meaty on okizeme that will recover in time to block HVT if it's used. HVT hits on both sides of Ky, making it useful for dealing with crossups (as long as your input isn't crossed up). Ky is not left in Counter Hit or crouching state during the recovery. It is integral in Ky's combos, including Vapor Thrust loops, Split Ciel loops, and Dash VT combos. It's used to juggle the opponent, secure knockdowns, and end combos.

Air 48 All - R 9 3 9 After landing -
  • Used as a risky anti-air, to interrupt momentum, and as an invincible attack
  • Frames 1-8 are strike invulnerable.
  • Can not be YRC'd or PRC'd.

Because VT lacks a low hitting hitbox, it's rare to see it used in the air like Sol would use his Volcanic Viper.

Stun Dipper
Stun Dipper
236K
GGXRD Ky StunDipper.png
F I V E F R A M E S
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12, 32 Low, Mid - YRP 5 14(7)3 26 -15
  • Used to low profile oncoming attacks, counterattack on defense, confirm knockdowns from pokes, as a last ditch low attack at the end of pressure, and to cover lots of space quickly.
  • Frames 1-4 upper body invincibility; Frames 5-18 invincible above the knee
  • First hit is a low, second hit is a mid.
  • Second hit will not combo after the first if spaced too close.
  • Second hit combos on Counter Hit.

Stun Dipper (SD) is one of Ky's strongest tools in general. Its upper body invulnerability, very fast startup, and long travel distance make it useful in a wide variety of situations. SD can be used to counter an opponent's spacing by sliding right under their attacks, and to confirm knockdowns from combos and pokes spaced at the tip. If you are spaced too close and attempt to confirm into SD, the first hit will connect, but the second hit won't, leaving you wide up for a punish. Experienced players know the general feeling for when SD is spaced correctly or not. At the end of pressure, it's often used as a last ditch attack once the opponent has been pushed far away and is attempting to escape pressure. This is risky without 50 Tension to RC or PRC it; SD is very unsafe on block. It's also commonly used to escape pressure once a hole opens up in an opponent's offense.

Greed Sever
Greed Sever
214K
GGXRD Ky GreedSever.png
Telegraphed and reactable UNBLOCKABLE
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 High / Air - YRP 19 14 5 + 11 Landing -13
  • Used as a combo tool, to control space against active opponents, to counter hit low attacks, and occasionally as an overhead mixup.
  • Do note that while the startup is 19F, it does not hit crouching opponents until later (22-23F speculated).
  • Airborne and invulnerable at the feet from frame 4.

As an overhead, Greed Sever (GS) is telegraphed and a bit slow, and unsafe on block, so it's primarily used in combos. While faster than most dusts, it has a unique animation and loud audio cue that makes it easier to react to. Though it's lacking as a pure mixup tool, GS begins to shine after an opponent is properly read and is used to catch defensive mashing, low attacks in neutral, and active and aggressive neutral play. It's unsafe on block, so it's typically reserved until 50 Tension is saved up to RC it.

Split Ciel
Split Ciel
236D
GGXRD Ky SplitCiel.png
Gate of Illyria
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 Mid - YRP 15 3 15 -1
  • Used to summon grinders, in combos, and to end blockstrings.
  • Lower body invulnerable in the middle of the startup (5-12F)

In neutral, Split Ciel (SC) is used to summon Grinders as quickly and safely as possible. The threat of a grinder allows Ky to play much more passive neutral game, forcing the opponent to change their position to avoid being caught by DC SE. In combos, it staggers the opponent and leaves behind a Grinder to use DC CSE after a knockdown. If it hits while the opponent is airborne (typically after 2D), it will blow them away towards the corner. Ending blockstrings with SC is strong, because it's only -1 on block and leaves Ky with a Grinder to work with. Beware using it when too far from the opponent, since it has a decent amount of whiff recovery.


Overdrives

Ride The Lightning
Ride The Lightning
632146HS (air OK)
GGXRD Ky RideTheLightning.png
Thunder sounds!
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground 36x5 Mid - YRP 10+1 42 18 -22
Air 36x5 All - YRP 8+1 42 Until Landing +6 After Landing -
  • Used to end midscreen air combos in a knockdown, as a wakeup reversal, as a reversal in pressure, to confirm from j.S fuzzy guard (f-shiki), and to end rounds with Burst Overdrive
  • Fully invincible from 1-25F (air version 1-17F). Projectile invincible during all active frames.

Ride The Lightning (RTL) is Ky's signature super, which sends him bolting across the screen surrounded by lightning. Boasting tons of invul and damage, it can be used to completely turn the tide of match, especially in Hellfire. It's horizontal movement allows it to beat options that would otherwise bait Vapor Thrust, and it can be difficult to punish since using FD will make it safe. That said, it is unsafe on block and has Counter Hit recovery, so it's risky. Ending common midscreen air combos with RTL allows Ky to score knockdowns where he's usually unable to. While it has lots of invulnerability, it starts up exactly as fast as HS Vapor Thrust.

Sacred Edge
Sacred Edge
236236P
GGXRD Ky SacredEdge.png
GGXRD Ky SacredEdge2.png
The lightning strikes, cracking the night
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal 27x5 All - YRP 4+3 Until Corner Total 36 +7
Fortified 100 All - R ~+1 3 - +6
  • Used in combos
  • Fortified version wall sticks opponent in the corner.
  • Frames 4-6 strike invulnerable.

Sacred Edge is used both mid screen and in the corner to add damage to a combo without sacrificing much Tension. Because Overdrives don't put a player into Tension cooldown, you can gain quite a bit of the Tension spent on the Overdrive just by succefully completing your combo. DC Sacred Edge wallsticks the opponent in the corner, which creates new combo opportunities. Though Sacred Edge is a projectile, it is rarely used outside of combos since Stun Edge and Charged Stun Edge accomplish similar things and don't cost 50 Tension.


Instant Kill

Rising Force
in IK mode: 236236H
GGXRD Ky RisingForce.png
GGXRD Ky RisingForce2.png
They are modest to greed, generous to the truth of the world, when the heart is peaceful the seven seas cry-
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal DESTROY All - - 9+12 4 30 -17
Conclusion Conditions Complete DESTROY All - - 5+12 4 30 -17
  • Uses animation from 3HS

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.



Guilty Gear Xrd -REVELATOR-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc