< GGXRD
(more quick move descriptions) |
|||
Line 98: | Line 98: | ||
|description= | |description= | ||
*Staple in combos and blockstrings due to being jump cancelable as well as having many gatling options | *Staple in combos and blockstrings due to being jump cancelable as well as having many gatling options | ||
*Option select throw by performing 6H~S | *Option select throw by performing 6H~S or 4H~S. | ||
When close to the opponent, press 6H~S or 4H~S to execute a throw. If the opponent dodges the throw (jumping, backdashing), then a c.S will come out instead! This is much faster that 5H or 6H and has more cancel options afterwards, making it a safer option overall than 4H/6H. | |||
}} | }} | ||
}} | }} | ||
Line 123: | Line 125: | ||
*On crouching hit, combos into 3H | *On crouching hit, combos into 3H | ||
*Can be avoided with low profile attacks | *Can be avoided with low profile attacks | ||
Ky's farthest reaching ground normal and standard poking tools thanks to its long range. | Ky's farthest reaching ground normal and standard poking tools thanks to its long range. Use f.S at max range to lock down the opponent and prevent them from advancing/escaping. | ||
Ky's hurtbox is extended very far forward during and after the attack, so opponets can punish this if used recklessly. Mix it up with 5H, 2S, and Stun Edge. | Ky's hurtbox is extended very far forward during and after the attack, so opponets can punish this if used recklessly. Mix it up with 5H, 2S, and Stun Edge if they start to find ways around f.S. | ||
}} | }} | ||
}} | }} | ||
Line 200: | Line 202: | ||
*Pressure reset tool | *Pressure reset tool | ||
*c.S > 6K > 236D, 2D > 236H for knockdown plus Charged Stun Edge okizeme. | *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/mashing, so the opponent must be conditioned to block before this can be | 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/mashing, so the opponent must be conditioned to block before this can be effectively used. | ||
}} | }} | ||
}} | }} | ||
Line 339: | Line 341: | ||
|frameAdv= | |frameAdv= | ||
|description= | |description= | ||
* | *Low attack that reaches farther than 5K | ||
}} | }} | ||
}} | }} | ||
Line 364: | Line 366: | ||
|description= | |description= | ||
*Long range Low | *Long range Low | ||
*Harrasment tool along with f.S and 5H. | *Harrasment tool along with f.S and 5H. | ||
Use this attack to stop advancing opponents who try do low profile attacks to go under f.S and 5H. On block, cancel into Stun Edge to make it safe. On hit, cancel into 2D or Stun Dipper to combo into knockdown. | |||
}} | }} | ||
}} | }} | ||
Line 390: | Line 394: | ||
*Jump cancellable | *Jump cancellable | ||
Used in combos and as a preemptive anti air attack since it hits much higher than 6P. Use it to hit opponents who like to jump around outside of 6P range. | Used in combos and as a preemptive anti air attack since it hits much farther and higher than 6P. Use it to hit opponents who like to jump around outside of 6P range. | ||
}} | }} | ||
}} | }} | ||
Line 413: | Line 417: | ||
|frameAdv= | |frameAdv= | ||
|description= | |description= | ||
* | *Fast long range sweep | ||
* | *2D > Charged Stun Edge for Oki | ||
}} | }} | ||
}} | }} | ||
Line 437: | Line 441: | ||
|frameAdv= | |frameAdv= | ||
|description= | |description= | ||
* | *Occasional anti-air | ||
* | *Cancels into itself and j.S, and j.S can cancel into j.P. | ||
This is a safe, but low reward anti air when the opponent attempts to perform delayed jump-in attacks. | |||
When you catch an opponent blocking in the air, mash j.P > j.S > j.P until you touch the ground for a | |||
}} | }} | ||
}} | }} | ||
Line 461: | Line 468: | ||
|frameAdv= | |frameAdv= | ||
|description= | |description= | ||
* | *Long range air attack | ||
* | *Cancel into j.S to and confirm into combo or jump away. | ||
j.K is very fast and hits very far, making it a great for air-to-air encounters. | |||
}} | }} | ||
}} | }} | ||
Line 485: | Line 492: | ||
|frameAdv= | |frameAdv= | ||
|description= | |description= | ||
* | *Jump-in tool | ||
Ky's standard jump-in attack. Jump cancelable as well, making a core part of air combos. | |||
}} | }} | ||
}} | }} | ||
Line 509: | Line 515: | ||
|frameAdv= | |frameAdv= | ||
|description= | |description= | ||
* | *Zoning tool. Safe, long range, low reward | ||
j.H his very far as well as slightly below Ky. It can even beat anti air attacks when positioned properly at max range! For the most part, Ky uses this right before landing when jumping to control the space in front of him. | |||
}} | }} | ||
}} | }} | ||
Line 533: | Line 538: | ||
|frameAdv= | |frameAdv= | ||
|description= | |description= | ||
* | *Stationary projectile for zoning | ||
* | *Creates a Grinder afterwards | ||
*Disappears if Ky gets hit | |||
}} | }} | ||
}} | }} |
Revision as of 00:01, 27 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
- Poor mixup, 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 |
---|
5K |
---|
c.S |
---|
f.S |
---|
5H |
---|
6P |
---|
6K |
---|
6H |
---|
3H |
---|
5D |
---|
Dead Angle Attack |
---|
2P |
---|
2K |
---|
2S |
---|
2H |
---|
2D |
---|
j.P |
---|
j.K |
---|
j.S |
---|
j.H |
---|
j.D |
---|
Throws
Ground Throw |
---|
Air Throw |
---|
Special Moves
Stun Edge 236S |
---|
Charged Stun Edge 236H |
---|
Air Stun Edge j.236S/H |
---|
Vapor Thrust 623S/H (air OK) |
---|
Stun Dipper 236K |
---|
Greed Sever 214K |
---|
Split Ciel 236D |
---|
Overdrives
Ride The Lightning 632146H air OK |
---|
Sacred Edge 236236P |
---|
Instant Kill
Rising Force in IK mode: 236236H |
---|