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|description= As the name says, this is a charged version of Ky's Stun Edge. Is a large projectile that moves across the screen horizontally with full range but slower than the normal variant. Hits three times instead of one, and is mainly used for okizemes 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. Combining a Grinder with 236H will cause it to generate more hits, move faster, and deal more damage. The time during the opponent's blockstun caused by this is more than enough time to go for a mixup. The blast caused by this will not travel full screen, but quickly hit a large area in front of Ky and stay for a period of time. This too, can be low profiled. You can used this as sort of an anti-air and wait for enemies to land on it and watch them bounce hilariously if they're hit. | |description= As the name says, this is a charged version of Ky's Stun Edge. Is a large projectile that moves across the screen horizontally with full range but slower than the normal variant. Hits three times instead of one, and is mainly used for okizemes 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. Combining a Grinder with 236H will cause it to generate more hits, move faster, and deal more damage. The time during the opponent's blockstun caused by this is more than enough time to go for a mixup. The blast caused by this will not travel full screen, but will quickly hit a large area in front of Ky and stay for a period of time. This too, can be low profiled. You can used this as sort of an anti-air and wait for enemies to land on it and watch them bounce hilariously if they're hit. | ||
* | *Main use is for okizeme after knockdown | ||
*Can be avoided with low profile moves | |||
*List interesting properties in bullet points like invul, floating opponents on CH, etc. | *List interesting properties in bullet points like invul, floating opponents on CH, etc. | ||
Follow the [[Help:Writing_Character_Pages]] guidelines | Follow the [[Help:Writing_Character_Pages]] guidelines |
Revision as of 05:12, 30 October 2014
Overview
Ky is one of the poster boys for the Guilty Gear series and fulfills the role of a simple, well rounded character.
- Strengths
- Midrange combat, Jack of all trades
- Weaknesses
- Jack of all trades
- Movement Options
- Double Jump, 1 Airdash, Dash Type: Run
Defense Modifier: x1.03
Guts Rating: ??
Stun Resistance: ??
Jump Startup: 3F
Backdash Time: 16F
Backdash Invincibility: 1-9F
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
- See also: Ky Full Frame Data
Normal Moves
5P |
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5K |
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c.S |
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f.S |
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5H |
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6P |
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6K |
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6H |
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3H |
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5D |
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Dead Angle Attack |
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2P |
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2K |
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2S |
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2H |
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2D |
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j.P |
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j.K |
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j.S |
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j.H |
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j.D |
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Throws
Ground Throw |
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Air Throw |
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Special Moves
Stun Edge 236S |
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Charged Stun Edge 236H |
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Air Stun Edge j.236S/H |
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Vapor Thrust 623S/H (air OK) |
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Stun Dipper 236K |
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Greed Sever 214K |
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Split Ciel 236D |
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Overdrives
Ride The Lightning 632146H air OK |
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Sacred Edge 236236P |
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Instant Kill
Rising Force in IK mode: 236236H |
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