< GGXRD
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|description= | |description= | ||
*Use for anti air when 6P would fail (opponent too close or in crossup | *Use for anti air when 6P would fail (opponent too close or in crossup scenarios) | ||
*Mashable attack when oppoent attempts tick throw and other setups | *Mashable attack when oppoent attempts tick throw and other setups | ||
While useful, 5P is not a Ky should use often since he has stronger tools in most | While useful, 5P is not a Ky should use often since he has stronger tools in most situations. Mash 5P when in the above scenarios. | ||
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*Fast standing low | *Fast standing low | ||
*Meaty 5K as okizeme | *Meaty 5K as okizeme | ||
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 to maintain frame advantage while performing okizeme. | 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. | ||
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*Shorter range version of f.S with safer hurtbox and faster recovery | *Shorter range version of f.S with safer hurtbox and faster recovery | ||
*Occasional anti air tool | *Occasional anti air tool | ||
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. | |||
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|description= | |description= | ||
* | *Ky steps forward before attacking | ||
* | *Pressure reset tool | ||
*c.S > 6K > 236D, 2D > 236H for knockdown plus Charged Stun Edge okizeme. | |||
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, so the opponent must be conditioned to block before this can be effective. | |||
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|description= | |description= | ||
* | *Okizeme tool | ||
* | *Forces opponent into crouching state on ground hit, enabling combos into f.S > 3H | ||
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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|description= | |description= | ||
* | *Combos from f.S on crouching hit and counter hit | ||
* | *On hit, combo into Greed Sever. On block, cancel into Stun Edge to remain safe | ||
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|description= | |description= | ||
* | *Standing overhead | ||
* | *Summons a Grinder | ||
Ky can summon Grinders faster with Split Ciel (236D) so it's not recommended for much other than the occasional sneaky unexpected overhead. | |||
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|description= | |description= | ||
Standard Dead Angle. | |||
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|description= | |description= | ||
* | *Fast mashable attack to interrupt blockstrings and tick throws | ||
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|description= | |description= | ||
* | *Long range Low | ||
* | *Harrasment tool along with f.S and 5H. Cancel into Stun Edge to make it safe. | ||
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|frameAdv= | |frameAdv= | ||
|description= | |description= | ||
* | *Pulls in opponent on air hit | ||
*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 00:04, 26 September 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
- Poor mixup
- Movement Options
- Double Jump, 1 Airdash, Dash Type: Run
Defense Modifier: x1.03
Guts Rating: ??
Stun Resistance: ??
Jump Startup: ??
Backdash Time: ??
Backdash Invincibility: ??
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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