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*Use for anti air when 6P would fail (opponent too close or in crossup scenarios) | *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 | While useful, 5P is a "backup plan". Ky has stronger tools in most situations. Mash 5P when in the above scenarios. | ||
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{{MoveData | {{MoveData |
Revision as of 00:11, 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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