GGXRD/Ky Kiske: Difference between revisions

From Dustloop Wiki
(more quick move descriptions)
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  |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 when close to the opponent.
*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.
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*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.
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*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 effective.
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.
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  |frameAdv=
  |frameAdv=
  |description=
  |description=
*List what the move is used for
*Low attack that reaches farther than 5K
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
 
Follow the [[Help:Writing_Character_Pages]] guidelines
 
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  |description=
  |description=
*Long range Low
*Long range Low
*Harrasment tool along with f.S and 5H. Cancel into Stun Edge to make it safe.
*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.
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*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.
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  |frameAdv=
  |frameAdv=
  |description=
  |description=
*List what the move is used for
*Fast long range sweep
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*2D > Charged Stun Edge for Oki
Follow the [[Help:Writing_Character_Pages]] guidelines
 
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  |frameAdv=
  |description=
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*List what the move is used for
*Occasional anti-air
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Cancels into itself and j.S, and j.S can cancel into j.P.
Follow the [[Help:Writing_Character_Pages]] guidelines
 
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
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  |frameAdv=
  |frameAdv=
  |description=
  |description=
*List what the move is used for
*Long range air attack
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Cancel into j.S to and confirm into combo or jump away.
Follow the [[Help:Writing_Character_Pages]] guidelines
j.K is very fast and hits very far, making it a great for air-to-air encounters.
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  |frameAdv=
  |frameAdv=
  |description=
  |description=
*List what the move is used for
*Jump-in tool
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Ky's standard jump-in attack. Jump cancelable as well, making a core part of air combos.
Follow the [[Help:Writing_Character_Pages]] guidelines
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  |frameAdv=
  |description=
  |description=
*List what the move is used for
*Zoning tool. Safe, long range, low reward
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
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.
Follow the [[Help:Writing_Character_Pages]] guidelines
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  |frameAdv=
  |frameAdv=
  |description=
  |description=
*List what the move is used for
*Stationary projectile for zoning
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Creates a Grinder afterwards
Follow the [[Help:Writing_Character_Pages]] guidelines
*Disappears if Ky gets hit
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Revision as of 00:01, 27 September 2014

Ky Kiske

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

Powered up projectiles

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
GGXRD Ky 5P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - 5 - - -
  • 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

While useful, 5P is a "backup plan". Ky has stronger tools in most situations. Mash 5P when in the above scenarios.

5K
GGXRD Ky 5K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - 5 - - -
  • Fast standing low
  • 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 as a meaty to maintain frame advantage while performing okizeme.

c.S
GGXRD Ky cS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - 7 - - -
  • Staple in combos and blockstrings due to being jump cancelable as well as having many gatling options
  • 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.

f.S
GGXRD Ky fS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - 10 - - -
  • Fast long range harassment tool
  • On crouching hit, combos into 3H
  • Can be avoided with low profile attacks

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 if they start to find ways around f.S.

5H
GGXRD Ky 5H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - 10 - - -
  • Shorter range version of f.S with safer hurtbox and faster recovery
  • 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.

6P
GGXRD Ky 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - 9 - - -
  • Ky's main anti air attack
  • Occasional ground footsie tool

6P is your go-to anti air attack. Cancel into c.S and confirm whether the opponent was hit or not. On hit, perform an cobmo, on block, cancel into f.S > Stun Edge, or jump and air dash backwards.

6K
GGXRD Ky 6K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - 19 - - -
  • 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/mashing, so the opponent must be conditioned to block before this can be effectively used.

6H
GGXRD Ky 6H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - 23 - - -
  • 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!

3H
GGXRD Ky 3H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - 15 - - -
  • 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
5D
GGXRD Ky 5D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - 28 - - -
  • 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.

Dead Angle Attack
GGXRD Ky 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - 12 - - -

Standard Dead Angle.

2P
GGXRD Ky 2P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - 5 - - -
  • Fast mashable attack to interrupt blockstrings and tick throws
2K
GGXRD Ky 2K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - 5 - - -
  • Low attack that reaches farther than 5K
2S
GGXRD Ky 2S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - 9 - - -
  • Long range Low
  • 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.

2H
GGXRD Ky 2H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - 11 - - -
  • Pulls in opponent on air hit
  • Launches and pulls in opponent on Counter Hit
  • Jump cancellable

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.

2D
GGXRD Ky 2D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - 7 - - -
  • Fast long range sweep
  • 2D > Charged Stun Edge for Oki
j.P
GGXRD Ky jP.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - 6 - - -
  • 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

j.K
GGXRD Ky jK.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - 7 - - -
  • 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.

j.S
GGXRD Ky jS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - 7 - - -
  • Jump-in tool

Ky's standard jump-in attack. Jump cancelable as well, making a core part of air combos.

j.H
GGXRD Ky jH.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - 13 - - -
  • 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.

j.D
GGXRD Ky jD.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - 38 - - -
  • Stationary projectile for zoning
  • Creates a Grinder afterwards
  • Disappears if Ky gets hit


Throws

Ground Throw
GGXRD Ky throw.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Air Throw
GGXRD Ky AirThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Special Moves

Stun Edge
236S
GGXRD Ky StunEdge.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal - - - - - - - -
Durandal Call - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Charged Stun Edge
236H
GGXRD Ky ChargedStunEdge.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal - - - - - - - -
Durandal Call - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Air Stun Edge
j.236S/H
GGXRD Ky AirStunEdge.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
S, Normal - - - - - - - -
H, Normal - - - - - - - -
S, Durandal Call - - - - - - - -
H, Durandal Call - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Vapor Thrust
623S/H (air OK)
GGXRD Ky VaporThrust.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
S - - - - - - - -
H - - - - - - - -
Air - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Stun Dipper
236K
GGXRD Ky StunDipper.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Greed Sever
214K
GGXRD Ky GreedSever.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Split Ciel
236D
GGXRD Ky SplitCiel.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Overdrives

Ride The Lightning
632146H air OK
GGXRD Ky RideTheLightning.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground - - - - - - - -
Air - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Sacred Edge
236236P
GGXRD Ky SacredEdge.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal - - - - - - - -
Durandal Call - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Instant Kill

Rising Force
in IK mode: 236236H
GGXRD Ky RisingForce.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Strategy

General Tactics

Tips and Tricks

Combos


Guilty Gear Xrd -SIGN-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc