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======<font style="visibility:hidden" size="0">5K</font>====== | ======<font style="visibility:hidden" size="0">5K</font>====== | ||
{{MoveData | {{MoveData |
Revision as of 07:19, 31 July 2015
Ky Kiske |
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Defense Modifier: x1.03 Guts Rating: 2 Stun Resistance: 60 Jump Startup: 3F Backdash Time: 16F Backdash Invincibility: 1-9F
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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, Ramlethal Valentine, this makes things tough for him as his hands are full from being the king. Planning to remove this obstacle in the way of his people's peace, Ky plans his assault!
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 GGXRD, Ky was given the addition of "Grinders" (see Durandal Call below) which further augments his already proficient versatility. With this, Ky now has better options for spacing, setups, and okizeme, which proves easy seeing as he is good at confirming knockdown from ground gatlings. He also greatly benefits from the reworked meter system, giving him useful options with enough meter, effectively making some aspects of his game easier and deadlier!
- Strengths
- Good neutral game with good normals and projectiles
- Has a tool for every situation, including two of the best anti-airs in the game
- Grinders make his projectiles even stronger and give him great oki
- Good character for beginners due to being easy to learn and use.
- Weaknesses
- Low average damage, Ky players have to be creative to get big damage combos
- Standard Jack of All Trades, while he has a tool for every situation, he doesn't excel at any area
Durandal Call
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.
Move List
Normal Moves
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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6P
6P |
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6K
6K |
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6H
6H |
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3H
3H |
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5D
5D |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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2D
2D |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Special Moves
Stun Edge
Stun Edge 236S |
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Charged Stun Edge
Charged Stun Edge 236H |
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Air Stun Edge
Air Stun Edge j.236S/H |
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Vapor Thrust
Vapor Thrust 623S/H (air OK) |
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Stun Dipper
Stun Dipper 236K |
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Greed Sever
Greed Sever 214K |
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Split Ciel
Split Ciel 236D |
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Overdrives
Ride The Lightning
Ride The Lightning 632146H air OK |
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Sacred Edge
Sacred Edge 236236P |
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Instant Kill
Rising Force in IK mode: 236236H |
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Strategy
General Tactics
- Ky generally prefers midrange
- At neutral, Ky generally wants to stay at about mid-range where his f.S, 5H, Stun Edge, and 2S can safely play a lopsided footsie game where the opponent needs to take a substantial risk (going airborne, counter poke) to counter Ky.
- The optimal range differs depending on the matchup so Ky players will need to experiment and find what ranges work best for them. Some characters have strong counter to some of Ky's specific tools. For example Leo's [4]6S is a great counter to Stun Edge since it's two hits meaning Ky's Stun Edge will lose and you will be forced to block or get hit. Sol's 2D is a great tool that goes under Ky's Stun Edge, f.S and 5H. Watch matches and play various opponent to see what options to look out for and adjust your gameplan accordingly. Sometimes new tools will be required to answer the opponent's options (Air Stun Edge, 6H, 5K, etc).
- Convert any hit into knockdown and go for 6H okizeme when possible. If possible combo into 2D > Split Ciel > Charged Stun Edge for even better okizeme options.
- Anti-air
- If the opponent goes airborne, use Ky's superior anti-airs (6P, 2H, j.P, j.K) to stop the opponent's advance.
- Push the opponent to the corner
- Once the opponent is in the corner, Ky's harassment tools become even more threatening since the opponent will not be able to backdash most of Ky's pokes. Ky can also convert most corner hits into good damage with Vapor Thrust loops. Most even end with Split Ciel knockdown, allowing for okizeme afterwards!
- S Air Stun Edge give decent frame advantage when done close to the ground. The downside is that the opponent needs to be close for it to hit, so it's mostly used in the corner. Depending on timing/crouching opponent/counter hit, Ky can combo from Air Stun Edge, for even more damage.
- Far range
- Certain matchups Ky actually does not want to be at midrange (Axl) unless he has some frame advantage to stop the opponent's attacks. Usually this means backing up full screen, then harassing the opponent with Stun Edges (both normal and Durandal Call versions).
- Use Split Ciel or low-to-the-ground j.D to set a Grinder that you can shoot ground Stun Edges through.
- Go to the air and use H Air Stun Edge for further harassment.
- Ground Stun Edge YRC is a strong tool to force the opponent to stop and avoid/block. Giving you time to run in and start offense.
Blockstrings
Okizeme
- Charged Stun Edge
- By itself, CSE is not very strong, but with a YRC, it becomes very effective, allowing a safe way to jump-in while the opponent is busy blocking the CSE.
- 6H
- Learn how to time a meaty 6H to beat most reversal options. Beware that this will still lose to Blitz Shield. Do a "fake" meaty 6H by doing 6H so early it whiffs entirely to counter options like Blitz.
- Once the opponent blocks 6H,
- Split Ciel > Charged Stun Edge
Tips and Tricks
- Fast Durandal Call Charged Stun Edge
- 236H YRC > 66236D
- From full screen do CSE, YRC, then quickly do 66236D. This allows you to cover lots of space very quickly and is very useful versus zoners.
Combos
Very basic Ky gatlings into knockdown:
5K>c.S>5H>2D
5K>c.S>2S>5H>236K
c.S>6K>236D>(2D>236H for oki OR 236K, depending on distance)
(gatling)>236K (first hit, still sliding)>RC>dash>c.S>6K>236D>(2D/2S>236K)
Alternate Color Chart
Standard Colors
1 | 2 | 3 | 4 | 5 | 6 | Same Color | |
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Normal |
Additional DLC Colors
7 | 8 | 9 | 10 | 11 | 12 | 13 (†1) | 14 (†2) | |
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Normal |
†1 - Available only through a limited time Christmas Pack.
†2 - Available only through a limited time PlayStation Plus Pack.