m (→Instant Kill) |
|||
(254 intermediate revisions by 12 users not shown) | |||
Line 10: | Line 10: | ||
|guts=2 | |guts=2 | ||
|stun=60 | |stun=60 | ||
|weight=Medium | |||
|jumpStartup=3F | |jumpStartup=3F | ||
|backdashTime=16F | |backdashTime=16F | ||
Line 31: | Line 32: | ||
==Overview== | ==Overview== | ||
Ky | ===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 | ===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 | *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 | *Multiple safe ways to setup okizeme. | ||
*Grinders | *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.<br/> | |||
===Weaknesses=== | ===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. <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 | 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/> | ||
Line 72: | Line 77: | ||
|inv= | |inv= | ||
|description= | |description= | ||
* | *Used for pressure, tick throws, setting up frame traps, Burst-safe confirms, and as a situational anti-air. | ||
* | *[[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. | 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.) | ||
}} | }} | ||
}} | }} | ||
Line 82: | Line 87: | ||
|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 | ||
Line 99: | Line 104: | ||
|inv= | |inv= | ||
|description= | |description= | ||
* | *Used for mixup, okizeme, setting up frame traps, and sometimes for tick throws. | ||
* | *Standing low. | ||
5K is often used in mixups (empty jump > 5K) | *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. | |||
}} | }} | ||
}} | }} | ||
======<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 | ||
Line 125: | Line 133: | ||
|inv= | |inv= | ||
|description= | |description= | ||
* | *Used for frame traps, punishing, pressure, option selecting with forward throw, and as a situational anti-air. | ||
*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 | |||
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. | |||
}} | }} | ||
}} | }} | ||
======<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 | ||
Line 152: | Line 161: | ||
|inv= | |inv= | ||
|description= | |description= | ||
* | *Used for spacing and pressure. | ||
*On crouching hit or | *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 | *[[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. | |||
}} | }} | ||
}} | }} | ||
Line 165: | Line 173: | ||
|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 | ||
Line 182: | Line 190: | ||
|inv= | |inv= | ||
|description= | |description= | ||
* | *Used for spacing, frame traps, situational anti-air, and punishing. | ||
*Staggers on Counter Hit (Max duration 51F). | |||
*[[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. | |||
}} | }} | ||
}} | }} | ||
Line 192: | Line 201: | ||
|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 | ||
Line 209: | Line 219: | ||
|inv= | |inv= | ||
|description= | |description= | ||
* | *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). | ||
6P is your go-to | *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. | |||
}} | }} | ||
}} | }} | ||
======<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 | ||
Line 235: | Line 248: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Ky steps forward before attacking | *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. | |||
Because this attack is | |||
}} | }} | ||
}} | }} | ||
======<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= | |caption=baby come back | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
|damage=30x2 | |damage=30x2 | ||
Line 262: | Line 275: | ||
|inv= | |inv= | ||
|description= | |description= | ||
* | *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 > | *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. | |||
}} | }} | ||
}} | }} | ||
Line 273: | Line 285: | ||
|name=3HS | |name=3HS | ||
|image=GGXRD_Ky_3H.png | |image=GGXRD_Ky_3H.png | ||
|caption= | |caption=Fore | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
Line 290: | Line 302: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Combos from | *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. | |||
}} | }} | ||
}} | }} | ||
Line 300: | Line 313: | ||
|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 | ||
Line 317: | Line 330: | ||
|inv= | |inv= | ||
|description= | |description= | ||
* | *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. | |||
}} | }} | ||
}} | }} | ||
Line 327: | Line 344: | ||
|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 | ||
Line 344: | Line 361: | ||
|inv= | |inv= | ||
|description= | |description= | ||
* | *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 | ||
Line 368: | Line 390: | ||
|inv= | |inv= | ||
|description= | |description= | ||
* | *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. | |||
}} | }} | ||
}} | }} | ||
======<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 | ||
Line 394: | Line 420: | ||
|inv= | |inv= | ||
|description= | |description= | ||
* | *Used for spacing, low mixup, and gatling into from f.S for safety | ||
*[[GGXRD-R/Ky Kiske/Frame Data#Gatling Table|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. | |||
}} | }} | ||
}} | }} | ||
======<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 | ||
Line 421: | Line 448: | ||
|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. | ||
* | *Launches and pulls in opponent on Counter Hit. | ||
*Proration: 90% | |||
*[[GGXRD-R/Ky Kiske/Frame Data#Gatling Table|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. | |||
}} | }} | ||
}} | }} | ||
======<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 | ||
Line 449: | Line 479: | ||
|inv= | |inv= | ||
|description= | |description= | ||
* | *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. | |||
}} | }} | ||
}} | }} | ||
======<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= | ||
* | *Used for countering opponents in the air, controlling air space, tick throws, and Burst-safe confirms. | ||
*[[GGXRD-R/Ky Kiske/Frame Data#Gatling Table|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. | |||
}} | }} | ||
}} | }} | ||
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= | ||
* | *Used for long-range air-to-air encounters, and catching opponents jumping 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= | ||
* | *Used for okizeme, air combos, as an air-to-ground attack, and in fuzzy guard setups. | ||
Ky's standard jump | *[[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= | |caption=Whack a mole | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
Line 558: | Line 587: | ||
|inv= | |inv= | ||
|description= | |description= | ||
* | *Used for okizeme, air combos, as an air-to-ground or air-to-air attack, countering anti-airs, and controlling air space. | ||
j. | *[[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= | ||
* | *Used for zoning, space control, okizeme, crossups, and to summon grinders. | ||
*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 | ||
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 | ||
|caption= They can't simply block forever | |||
|caption= | |||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
Line 617: | Line 647: | ||
|inv= | |inv= | ||
|description= | |description= | ||
* | *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. | |||
}} | }} | ||
}} | }} | ||
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= | |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= | ||
*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= | |caption=COCONUT | ||
|image2=GGXRD_Ky_StunEdge2.png | |image2=GGXRD_Ky_StunEdge2.png | ||
|caption2= | |caption2=I am the bone of my sword | ||
|input=236S | |input=236S | ||
|data= | |data= | ||
Line 701: | Line 777: | ||
|inv= | |inv= | ||
|description= | |description= | ||
* | *Used for spacing, zoning, ending blockstrings, and resetting pressure with YRC | ||
*Can be avoided with low profile moves | *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. | |||
}} | }} | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
|header=no | |header=no | ||
|version= | |version=Fortified | ||
|damage=40 | |damage=40 | ||
|tension=4.80 | |tension=4.80 | ||
Line 723: | Line 798: | ||
|inv= | |inv= | ||
|description= | |description= | ||
* | *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 | ||
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= | |caption=Thunder and sparks, in the heart of the dark | ||
|image2=GGXRD_Ky_ChargedStunEdge2.png | |image2=GGXRD_Ky_ChargedStunEdge2.png | ||
|caption2= | |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= | |version=Fortified | ||
|damage=20x6 | |damage=20x6 | ||
|tension=1.20 | |tension=1.20 | ||
Line 772: | Line 852: | ||
|inv= | |inv= | ||
|description= | |description= | ||
* | *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. | |||
}} | }} | ||
}} | }} | ||
Line 787: | Line 865: | ||
|caption=Air Stun Edge | |caption=Air Stun Edge | ||
|image2=GGXRD_Ky_AirStunEdge2.png | |image2=GGXRD_Ky_AirStunEdge2.png | ||
|caption2= | |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, | |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, | |version=HS, Fortified | ||
|damage=43 | |damage=43 | ||
|tension=2.40 | |tension=2.40 | ||
Line 860: | Line 951: | ||
|inv= | |inv= | ||
|description= | |description= | ||
* | *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. | |||
}} | }} | ||
}} | }} | ||
Line 871: | Line 962: | ||
|name=Vapor Thrust | |name=Vapor Thrust | ||
|image=GGXRD_Ky_VaporThrust.png | |image=GGXRD_Ky_VaporThrust.png | ||
|caption= | |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= | ||
* | *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 | *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. | |||
}} | }} | ||
}} | }} | ||
Line 941: | Line 1,039: | ||
|image=GGXRD_Ky_StunDipper.png | |image=GGXRD_Ky_StunDipper.png | ||
|input=236K | |input=236K | ||
|caption= | |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= | ||
*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 | |||
*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 | ||
*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= | |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= | ||
* | *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. | |||
}} | }} | ||
}} | }} | ||
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= | ||
* | *Used to summon grinders, in combos, and to end blockstrings. | ||
*Lower body invulnerable in the middle of the startup (5-12F) | |||
*Lower body | 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. | ||
}} | }} | ||
}} | }} | ||
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= | |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. | ||
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. | |||
}} | }} | ||
}} | }} | ||
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= | |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= | |version=Fortified | ||
|header=No | |header=No | ||
|damage=100 | |damage=100 | ||
Line 1,115: | Line 1,212: | ||
|inv= | |inv= | ||
|description= | |description= | ||
* | *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. | |||
}} | }} | ||
}} | }} | ||
Line 1,126: | Line 1,226: | ||
|image=GGXRD_Ky_RisingForce.png | |image=GGXRD_Ky_RisingForce.png | ||
|image2=GGXRD_Ky_RisingForce2.png | |image2=GGXRD_Ky_RisingForce2.png | ||
|caption2= | |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= | ||
*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 [[GGXRD-R/Offense#Instant_Kill|Conclusion Conditions]] are met. | |||
}} | }} | ||
Line 1,179: | Line 1,274: | ||
}} | }} | ||
{{Navbar-GGXRD-R}} | {{Navbar-GGXRD-R}} | ||
[[Category:Guilty Gear | [[Category:Guilty Gear|Ky Kiske]] | ||
Latest revision as of 04:47, 25 December 2023
Ky Kiske |
---|
Defense Modifier: x1.03 Guts Rating: 2 Weight: Medium Stun Resistance: 60 Jump Startup: 3F Backdash Time 16F / Invul: 1-9F
|
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
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 |
---|
5K
5K |
---|
c.S
c.S |
---|
f.S
f.S |
---|
5H
5HS |
---|
6P
6P |
---|
6K
6K |
---|
6H
6HS |
---|
3H
3HS |
---|
5D
5D |
---|
2P
2P |
---|
2K
2K |
---|
2S
2S |
---|
2H
2HS |
---|
2D
2D |
---|
j.P
j.P |
---|
j.K
j.K |
---|
j.S
j.S |
---|
j.H
j.HS |
---|
j.D
j.D |
---|
Universal Mechanics
Ground Throw
Ground Throw |
---|
Air Throw
Air Throw |
---|
Dead Angle Attack
Dead Angle Attack |
---|
Blitz Shield Charge Attack
Blitz Attack |
---|
Special Moves
Stun Edge
Stun Edge 236S |
---|
Charged Stun Edge
Charged Stun Edge 236HS |
---|
Air Stun Edge
Air Stun Edge j.236S/HS |
---|
Vapor Thrust
Vapor Thrust 623S/HS (air OK) |
---|
Stun Dipper
Stun Dipper 236K |
---|
Greed Sever
Greed Sever 214K |
---|
Split Ciel
Split Ciel 236D |
---|
Overdrives
Ride The Lightning
Ride The Lightning 632146HS (air OK) |
---|
Sacred Edge
Sacred Edge 236236P |
---|
Instant Kill
Rising Force in IK mode: 236236H |
---|