GGACR/Ky Kiske

From Dustloop Wiki
Jump to navigation Jump to search
Overview

Overview

Ky Kiske is a balanced, straightforward character with a tool for every range and situation.

He performs best at midrange with a variety of useful pokes, but Ky has tools at every range thanks to his Stun EdgeGGAC Ky StunEdge.pngGuard:
All
Startup:
10
Recovery:
Total 41
Advantage:
-5
projectiles. He uses his fast, long f.S to harass his foes, and rounds out his neutral game with 2S, 5H, 2K, and 2D. Experienced Ky players can cancel into Stun DipperGGAC Ky StunDipper-1.pngGuard:
Low, Mid
Startup:
8
Recovery:
26
Advantage:
-15
to secure knockdowns from afar. Frustrated opponents that jump at Ky will find themselves dealing with his above-the-knees invulnerable 6P and very tall 2H. When Ky is farther from the opponent he can use Stun Edges to harass, either covering his approach or playing keep away.

After getting a knockdown, Ky safely sets up OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. using Charged Stun EdgeGGAC Ky CSE.pngGuard:
All
Startup:
43
Recovery:
Total 68
Advantage:
+18
, 3H or j.D, then applies strong blockstring pressure, lacing together low attacks, frame traps, throws, and pressure resets with 6H, 6K, and powerful Force Breaks (FBs) to wear the enemy down.

To turn the tide, Ky can use Stun Dipper to slide under attacks and score knockdowns, utilize his overhead Greed SeverGGAC Ky GreedSever.pngGuard:
High/Air
Startup:
18
Recovery:
5+11 after landing
Advantage:
-14
, or gamble with his reversal, Vapor ThrustGGAC Ky VaporThrust.pngGuard:
Mid
Startup:
11
Recovery:
30+13 after landing
Advantage:
-33
. Ky can rapidly switch between keeping the opponent away and applying pressure.

Ky's balanced moveset has a tool for every situation, although he lacks specialization in any one role and can be locked out by specialist characters. While some are quick to assume Ky is a painfully basic character, he has many tricks in his arsenal that round out his game plan.
Playstyle
Ky Kiske is the resident "shoto" of Guilty Gear, with a balanced toolkit and answers for almost every situation.
Pros Cons
  • Well Rounded and Well Ranged: Ky has plenty of normals with range, speed, and good frame data + versatile projectiles and traps make Ky effective up close, far away, and everywhere in between. Ky is also consistent in his ability to score knockdowns and establish advantage after winning neutral.
  • Strong Pressure: Ky has a large list of pretty solid mixup tools—including 5K, j.S, j.D, j.214D, and Greed Sever, as well several tools to enforce frame advantage—such as 3H, Charged Stun Edge, and Lightning SphereGGAC Ky Orb.pngGuard:
    Mid
    Startup:
    6
    Recovery:
    4
    Advantage:
    +8
    . Paired with his open gatling table he can keep the opponent guessing and crank their Guard Gauge.
  • Space Control: Ky has a suite of excellent pokes to help him control space, such as f.S, 2D, and 5H. He can reactively punish jumpins with 6P or control the sky with the disjointed j.S and j.HS.
  • Tricky With Meter: Ky's FRCs and FBs are versatile, with them he can establish pressure, create combos, enhance mix ups, make himself safe, and more.
  • Linear At Range: Ky's versatility is outclassed by most other projectile characters and characters with long range pokes.
  • Trouble Keeping Pressure On: Ky's pressure is not flawed in and of itself, but keeping on the opponent requires resets, usually some meter, and usually leaves points for certain characters to confidently steal a turn.
  • Low Average Damage: Ky's typical combo starters prorate heavily and converting into his high damage routes often requires several conditions such as meter and corner positioning.
  • Meter Dependent: much of Ky's gameplan is locked behind having at least 25% meter for FRC or Force Break. Ky is forced to use meter to play neutral, keep pressure, or deal significant damage against opponents who outclass him in any particular area in order to keep pace with the rest of the cast.
GGACR Ky Nameplate.png
GGACR Ky Portrait.png
Damage Received:1.03x
Guts Rating:2/5
Weight:Middleweight (x1.0)
Stun Resistance:60
Prejump:3F
Backdash:16F (1~>9F invuln)
Wakeup:46F (Face Up)/ 49F (Face Down)
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.2P (4F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.623S/H (9F/11F)
632146H (11F)

Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 5 4 6 0

A well-rounded jab. Ky generally has better options for most situations but you can set up frame traps, bait Bursts, and anti-air with it.

  • Good vertical range.
  • Nice backup anti-air when 6P would fail (like if you were crossed up).
  • Gatlings into any other attack.

Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 3H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 3 8 1 10 10

5K

Damage Guard Startup Active Recovery On-Block Invuln
12 Low 5 8 7 -5

Ky's main normal for okizeme and low mixup. Super fast, active for a long time, and hits low.

  • Hits surprisingly high up.
  • Active enough to catch backdashes.

Gatling Options: 6P, 6K, c.S, f.S, 2S, 5H, 2H, 3H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 80% 3 8 1 10 10

c.S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 7 2 18 -3

A versatile attack that's usually the midway point in a gatling string. By the time you use this in a string you can hit confirm and combo, or cancel into a jump, or another normal on block. c.S is also used a lot in combos or as a punish starter due to its speed and many cancel options.

  • Lots of options on hit or block.
  • Hits really high up, so it works as an anti-air.
  • Preferred normal to throw option select with.
  • Preferred normal to Jump Install in specific combos.
  • Long hitstun on CH, enough to combo into 3H.
  • Often used to frame trap due to its high reward on CH.

Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 3H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 14 6 4 17 16

f.S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 10 6 19 -11

A long reaching normal best used to space out your opponent from medium to far range. Usually cancelled into 2S or Stun Edge, depending on range. It's recommended to be careful using it against characters who have low profiling moves such as Stun Dipper and Grand ViperGGAC Sol 214S-2.pngGuard:
Low×7, Mid
Startup:
17
Recovery:
37
Advantage:
-21
along with Zappa's run and Faust's crouch walk.

  • Extends hurtbox significantly

Gatling Options: 6K, 2S, 3H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 10 7 3 14 14

5H

Damage Guard Startup Active Recovery On-Block Invuln
42 Mid 10 6 12 +1

Hits decently high up and has a small hurtbox, so it sees use as a combination poke + anti air. Typically used to end blockstrings at frame advantage, or delay cancelled into Stun Dipper to end a combo. Sometimes cancelled into 6K to reset pressure, but this can be risky on whiff. Being a level 5 attack, it's also a good normal to cancel into Greed Sever with a minimal gap.

  • Slightly shorter range than f.S but hits higher up and doesn't extend Ky's hurtbox as far.
  • Heavily increases Guard Gauge.
  • Ky's best raw starter.
  • Preferred normal to loop airborne CH's when comboing with a flashing Guard Gauge.

Gatling Options: 6K, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 20 6 5 19 18
  • Staggers on ground CH (max 47F)

5D

Damage Guard Startup Active Recovery On-Block Invuln
15 High 25 4 22 -12

A long range overhead cancellable from a lot of normals. Unsafe on block, but the opponent might have some trouble punishing it if used further away. On hit, you can do a simple Dust combo or go for harder, more optimal Impossible Dust combos.

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 8 20 3 Launch 48 14

6P

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 9 5 15 -6 1~6F Upper Body
7~13F Above Knees

Ky's go-to anti-air, and a good combo starter on Counter Hit. This is generally used instead of 2H when you're specifically reacting to a deep jump in, since it is fast and has invul. Often cancelled into c.S for safety in the event of a clash or to hit confirm.

  • Its invul can be used to beat some defensive options, such as DAA, or Vapor Thrust.
  • Often used as a frame trap due to high reward on CH.
  • Sometimes used to start 6H loops on CH from very close hits.

Gatling Options: 6K, c.S, f.S, 2S, 5H, 2H, 6H, 3H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 90% 10 7 3 14 14
  • Blows back opponent on CH (untechable for 56F on ground hit, air hit for 28F)

6K

Damage Guard Startup Active Recovery On-Block Invuln
36 Mid 17 2 11 +4

A slow attack used to extend blockstrings and combos. Often canceled into from c.S. On hit, you can link a 2P or 2K for an extended combo. On block, you're at advantage. It's a vital normal to get Ky closer to the opponent for Lightning Sphere and Stun Edge FRC combos. Also used to knock airborne opponents down, mostly in corner S Javelin combos.

  • Moves Ky forward.
  • 0 on IB.
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 14 6 4 17 25

6H

Damage Guard Startup Active Recovery On-Block Invuln
43 Mid 20 4 17 +2

Has a custom amount of blockstun and hitstun making it +2 on block. Used often in blockstring pressure and in powerful wall bounce loops. Outside its main uses, it's a huge attack that occasionally works as a haymaker in neutral.

  • Staggers on ground hit, wall bounces on air hit.
  • Long cancel window.
  • Heavily increases Guard Gauge.

Gatling Options: 6K, c.S, f.S, 2S, 5H, 2H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 20 12 5 Stagger 50 45 + WBounce
  • Custom blockstun

3H

Damage Guard Startup Active Recovery On-Block Invuln
36×2 Mid 23 8,1 3 +15

A powerful attack for okizeme when you have enough time to use it. Ky's slowest grounded normal other than 5D, in exchange for being ultra plus on block and option selecting most reversals when timed correctly.

The Option Select works because 3H's recovery is extremely fast (only 3 frames). If you use it at the correct okizeme timing, you can hit the opponent with the last couple of active frames if they blocked, and recover in time to block if they did an invulnerable attack. This technique becomes more difficult the faster the opponent's reversal is, since the safe window shrinks. For example, against Sol it's a 1F window to correctly bait his H DP and have the second hit of 3H connect, because it has only 5F of startup. Against Ky you have a much larger window due to his Vapor Thrust having 11F of startup. Will not OS reversals that are 4F or faster.

  • Forces opponent into crouching state on hit.
  • Heavily increases Guard Gauge.
  • The 2nd hit is a common target for SB. Though this will negate Ky's absurd frame advantage, he is still safe.
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 10×2 8×2 5 Crouch 20 18

2P

Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 4 4 5 +1

Ky's fastest normal, making it a great combo tool for making links as stable as possible, setting up tick throws and frame traps, and for mashing out of pressure.

  • Though this is his fastest normal, 2K may be the preferred link in certain situations where its superior range is necessary.

Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 3H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 80% 3 8 1 10 10

2K

Damage Guard Startup Active Recovery On-Block Invuln
14 Low 5 4 6 0

A fast, low risk poke in neutral, especially when dashing in.

  • Has very good range for its speed.
  • Being low to the ground avoids airdash attacks.

Gatling Options: 6P, 6K, c.S, f.S, 2S, 5H, 2H, 3H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 70% 3 8 1 10 10

2S

Damage Guard Startup Active Recovery On-Block Invuln
25 Low 9 2 13 -1

A superb, low risk neutral tool for spacing the opponent out and ending pressure at range. Covers a lot of options that Ky's standing pokes lose to, including very low-profile moves such as Sol's Grand Viper and 2D. Often cancelled into Stun Edge on hit or block, or layered with a 2D input to combo into a knockdown at closer ranges.

  • Quite a disjointed hitbox.
  • Being low to the ground avoids airdash attacks.

Gatling Options: 6K, 5H, 2H, 3H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 8 7 3 14 14

2H

Damage Guard Startup Active Recovery On-Block Invuln
40 Mid 12 4 20 -7

A huge anti-air that can also be used as a poke to cover many options in neutral at once. Because it's a bit slow and has no upper body invulnerability, it's usually used as a preemptive anti-air to beat airdashes and stop the opponent from jumping out of pressure. On block it's very safe since it can be jump canceled. The recovery on this move isn't insignificant, but it's quick for what it is.

  • Pulls in on air hit.
  • Launches on Counter Hit.

Gatling Options: 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 14 10 4 17 19
  • Floats on CH (untechable for 38F)

2D

Damage Guard Startup Active Recovery On-Block Invuln
30 Low 7 12 12 -10

Used in combos to knock down into okizeme and at the end of blockstrings to disengage using a jump cancel. Cancel into Stun Edge FRC, Sacred Edge, or Lightning Sphere to extend combos or reset pressure.

  • Hilariously long active frames
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 85% 8 7 3 Down 14

j.P

Damage Guard Startup Active Recovery On-Block Invuln
12 High/Air 6 6 6

A fast airborne poke. It has somewhat short range and doesn't hit below Ky so it isn't very good for hitting an opponent under you. Used while rising to check the opponent or to interrupt something. Usually canceled into from better jump ins like j.S.

  • Cancels into j.D to start tricky mixup situations.
  • Burst safe.

Gatling Options: j.P, j.K, j.S, j.H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 3 8 1 10 10

j.K

Damage Guard Startup Active Recovery On-Block Invuln
16 High/Air 7 8 8

A big air poke used to stuff moves from far away. Great in general for air-to-air fights.

  • Crosses up.
  • Not jump cancellable, so cancels into j.P or j.S for air combos.
  • Cancels into j.D to start tricky mixup situations.

Gatling Options: j.P, j.S, j.H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 3 9 1 10 10

j.S

Damage Guard Startup Active Recovery On-Block Invuln
28 High/Air 7 3 21

A versatile move. It's a strong jump-in attack, is used in airdash high/low mixups off of Charged Stun Edge FRC, and cross-ups after a Lightning Javelin knockdown. You can also apply advanced F-Shiki mixups off of a deep j.S due to its big vertical hitbox.

  • Crosses up.
  • Air combo filler.

Gatling Options: j.P, j.H

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 8 8 3 14 14

j.H

Damage Guard Startup Active Recovery On-Block Invuln
38 High/Air 13 4 23

A massive swipe that's great for space control, and Ky's go-to landing move, especially when performing a safejump. Cancel into Stun Edge when it's blocked to keep the pressure up. Its startup frames are also useful when doing empty jump mixups, where you would fake it hitting overhead.

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 8 7 3 14 14

j.D

Damage Guard Startup Active Recovery On-Block Invuln
40 All 38 13 Total 20+11 after landing

j.D is a unique move. Ky creates an electric cross in the air that hangs in place a moment before exploding, launching on hit and even higher on counterhit. It's often used for okizeme to encourage the opponent to block, and in tricky crossup mixups after a solid knockdown. It can also be used in neutral to cover yourself from both air and grounded approaches, or be chained into from j.P and j.K to set up mixups, but it can be risky to use in these ways due to its long startup and high amount of landing recovery.

The landing recovery for j.D will be applied even if Ky airdashes or does another attack in the air afterwards - unless Ky does a double jump, in which case he can land normally.

  • Stops Ky's air momentum on use.
  • Remains even if Ky blocks, but disappears if Ky is hit.
  • Hard to hit short characters like Zappa and Faust.
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 0 11 3 Launch 28
  • Launches higher on CH (untechable for 46F)
  • Ky is in CH state until 16F, remains in place
  • Is a projectile
  • If j.D makes contact with a projectile, j.D's hitbox immediately disappears
  • Cannot perform 2nd j.D until first j.D has disappeared

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 43 pixels

A basic throw, but vital nonetheless. Option Select offensively with c.S, or defensively with 6P. FRC just as Ky's sword hits the ground for a combo to make your mixup more punishing.

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
59~60F Forced 50% 6, 8 Down

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 88 pixels

Air throw that wallbounces in the corner, link with 2P for a combo. Option Select with j.P or j.K for safety.

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A Forced 50% 6 60 + WBounce

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 Mid 12 3 24 -13 1~14F All
15~32F Throw

While useful in a pinch, Ky has a lot of defensive options you should consider using before committing to this unsafe guard cancel.

  • Wallbounces in the corner.
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 50% 10 7 3 Launch 28 + WBounce 14 + WBounce

Special Moves

Stun Edge

236S or 236H

Version Damage Guard Startup Active Recovery On-Block Invuln
236S 40 All 10 Total 41 -5
236H 40 All 13 Total 52 -9

A fast, single hit projectile. Good for controlling space. FRC to force your way in at neutral, reset pressure, or in difficult optimal damage combos.

  • The S version comes out very fast and recovers quickly.
  • Good harassment tool for ending blockstrings and cancelling from f.S or 2S.
  • Opponents can Instant Air Dash over it to punish continued use.
  • FRC point can be used to continue pressure on block, combo on hit, and bait air dashes.

H Stun Edge moves faster, but has longer startup and recovery. It's good in neutral situations and in combos where the S version doesn't work.

Version FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
236S 22~23F 0 7 3 14 18
236H 25~26F 0 6 4 17 20

236S:

  • Ky is in CH state from 1~21F

236H:

  • Ky is in CH state from 1~24F

Air Stun Edge

j.236S or j.236H

Version Damage Guard Startup Active Recovery On-Block Invuln
j.236S 33 All 15 Total 59+14 after landing
j.236H 33 All 13 Total 56+14 after landing

A fast, single-hit projectile fired at the ground. Good for controlling space. You can mess with your landing timing by firing this off as opponents try to anti-air you. FRC to force your way in, escape bad situations, and set up airdash high/low mixups.

  • S version goes at about a 30 degree angle.
  • Significant landing recovery.
  • FRC restores air options.

The H version is better used to harass the opponent in neutral, or in combos due to its longer hitstun.

  • H version goes at about a 60 degree angle.
  • Significant landing recovery.
  • FRC restores air options.
Version FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
j.236S 16~18F 0 7 3 14 18
j.236H 14~16F 0 6 4 17 16

j.236S:

  • Ky is in crouching state during landing recovery
  • FRCing restores jump options
  • Has a minimum height requirement

j.236H:

  • Ky is in crouching state during landing recovery
  • FRCing restores jump options
  • Has a minimum height requirement

Charged Stun Edge

236D

Damage Guard Startup Active Recovery On-Block Invuln
20×3 All 43 49 Total 68 +18

A large 3-hit projectile that excels on okizeme, allowing free mix-ups when opponents are forced to block it.

  • Travels nearly fullscreen.
  • FRC point can be used to create opportunities in neutral, or set up high/low mixup on okizeme.
    • Jumping immediately after an FRC makes the projectile follow Ky into the air, controlling a large amount of space. Input forward for a moment before jumping to cancel the follow effect.
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
31~32F 0 6×3 4 17 20
  • Can cancel into Lightning Sphere from 9~27F
  • Movement immediately after the FRC affects the position of the projectile

Air Charged Stun Edge

j.236D

Damage Guard Startup Active Recovery On-Block Invuln
20×3 All 31 Total 63+14 after landing

3-hit projectile, much like the ground version. Travels at about a 30 degree angle like S Air Stun Edge, preventing opponents from getting under it. Useful against Faust, who can crouch under ground 236D.

  • FRC point does not reset your jump options like the Air Stun Edge FRCs do.
  • FRCing can cause the projectile to change directions to face the opponent.
  • The infamous "shtkn strat" j.236D FRC negative edge a j.236H! If you do this right, Ky will effectively do 2 air fireballs that cover a big part of the playing field.
    • While you won't do much damage off this, You can use it to keep the opponent away and catch unsuspecting enemies that try to air dash or jump at you.
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
21~22F 0 6×3 5 19 25
  • Ky is in crouching state during landing recovery
  • Has a minimum height requirement

Vapor Thrust

623S or 623H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
623S 32 Mid 9 3 32+13 after landing -34 1~8F All
623H 36 Mid 11 4 30+13 after landing -33 1~10F All
11~15F Strike
j.623S/H 32 All 11 3 Until landing+13 1~10F Strike

Vapor Thrust is an invulnerable attack with a wide arc that hits on both sides of Ky. Poor when used on wakeup, since it's somewhat slow and easily whiffs on opponents doing low attacks, but useful as an an anti-air and in pressure.


S version isn't invulnerable to the first active frame, so it may trade with the opponent's attacks. Launches the opponent higher than H version for better reward, making it an ideal anti-air.


H version's invul extends into active frames, which means it's Ky's actual reversal.


Air version mostly sees use as a combo filler.

Version FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
623S N/A 80% 10 7 3 Launch 50
623H N/A 80% 10 10 3 Launch 45
j.623S/H N/A 10 7 3 Launch 45

623S:

  • Ky is airborne from 9F onwards
  • Can cancel into Lightning Javelin from 16~29F

623H:

  • Ky is airborne from 11F onwards
  • Can cancel into Lightning Javelin from 17~31F

j.623S/H:

  • Can cancel into Lightning Javelin from 15~33F

Lightning Javelin

Vapor Thrust > S or H

Version Damage Guard Startup Active Recovery On-Block Invuln
623H > S 16 All 17 5 Until landing+6
623H > H 16 All 17 6 Until landing+12

A follow-up to Vapor Thrust, primarily used for combos. Can also be used as a last ditch attempt to avoid being DP punished, but leaves Ky in CH state.


S version blows the opponent away and downwards.

  • Causes wallstick and can be used for combos near the corner or to push the opponent towards the corner from midscreen.
  • Recovers faster than H version, doesn't bounce Ky as high up.
  • Since Lightning Javelin can be performed even on whiff FRC point can make Vapor Thrust safe.

H version blows the opponent away directly to the corner and wallbounces.

  • Used to either combo the opponent midscreen or to knock down. The wallbounce leaves the opponent right next to Ky, allowing for a setup.
  • Recovers slower than S version, bounces Ky higher up.
  • Since Lightning Javelin can be performed even on whiff FRC point can make Vapor Thrust safe.
Version FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
623H > S 24~26F 15 6 5 Launch 62 + WStick 32
623H > H 27~29F 15 12 5 Launch 65 + WBounce

623H > S:

  • Ky is in CH state until landing

623H > H:

  • Ky is in CH state until landing

Stun Dipper

236K

Damage Guard Startup Active Recovery On-Block Invuln
12, 32 Low, Mid 8 14(7)3 26 -15 5~21F Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.

A fast sliding low that can go underneath many attacks. Often used to end combos and as a risky last chance jump catch. Commonly RC'd to make it safe or to continue a combo. Be wary that the 2nd hit does not always combo from the 1st hit. This is distance dependent, because Ky slides a fixed distance before the slash. However, if the 1st hit is a counter hit, the 2nd hit is guaranteed to hit them.

  • FRC point at the end of the slide.
    • This is a great way to force opponents to deal with a mixup since afterwards, you can run up throw, run up continue pressure, run up overhead, etc.
    • A lot of opponents like to burst on this move, using FRC will recover in time to bait and punish.
    • Another gimmicky use is to do Stun Dipper FRC into Greed Sever for an overhead which which can surprise first time victims, but they'll catch on pretty quickly.
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
24~26F 11, 10 6, 7 4, 3 17, Down 16, 40

Greed Sever

214K

Damage Guard Startup Active Recovery On-Block Invuln
30 High/Air 18 15 5+11 after landing -14 4~37F Feet

A large overhead that ground bounces the opponent on hit, useful for much more than just high low mixup. Though it's an okay mixup tool, it really shines when you use it early at a safe spacing to catch jumps, lows, air dashes and other neutral options. It's also good for beating answers to Ky's pressure that aren't fuzzy block or simply blocking, especially if they're trying to poke out of your pressure.

  • Though it starts up fast (18F), it doesn't hit crouching opponents until later (roughly frame 24, earlier on larger characters).
  • Loud and obvious visual/audio cue, so it's harder to hit than its startup implies.
  • Can hop over low hitting moves and even low projectiles like Sol's GunflameGGAC Sol 236P.pngGuard:
    All
    Startup:
    21
    Recovery:
    Total 50
    Advantage:
    -3
    .
  • Crosses up if done at point-blank range.
  • On CH, it floats opponents higher and is completely untechable, opening up more combo routes.
  • Often made safe with RC > 2P
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 85% 11 18 4 Launch 30 + GBounce 10
  • Ky is airborne from 4F onwards
  • Floats higher on CH
  • Ky is in crouching state during landing recovery
  • Startup to hit a crouching opponent is 21F (tested on Sol)

Lightning Strike

222H when opponent is knocked down

Damage Guard Startup Active Recovery On-Block Invuln
30 14 1 53

A finishing strike of lightning, used for squeezing a bit more damage out of short combos, or long combos with FRC in exchange for losing strong okizeme.

  • Normally the damage dealt is minimal due to damage scaling, but it can be used after short combos that end in knockdown to make it worth the sacrifice in oki.
  • Can whiff if input too late, in which case you are stuck in recovery for a quite a while.
  • FRC point to continue a combo after knockdown.
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
14~16F 20 3 Launch 50
  • Removes OTG status on hit
  • Ky is in CH state during move
  • Can only perform move when opponent is knocked down

Force Breaks

Lightning Sphere

236D > 4D

Damage Guard Startup Active Recovery On-Block Invuln
24×3 Mid 6 34 4 +8

A powerful attack that's performed during the startup of 236D. Great in neutral for suddenly filling the space in front of you, in blockstrings for resetting pressure, and in high damage combos. Commonly used after 6K to confirm into a combo or reset pressure. Often you can catch an opponent reacting to the startup of 236D and attempting to jump over it with this attack.

  • Vacuums opponent.
  • Must be blocked with FD in the air.
  • Can be cancelled into Charge Drive.
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 0 6×3 5 19 25
  • Pulls in opponent on hit or block
  • Can cancel into Charge Drive from 30~36F

Charge Drive

236D > 4D > 46D

Damage Guard Startup Active Recovery On-Block Invuln
130 All 7+13 15 35 -31

Finishing blow followed up from Lightning Sphere. Deals a high amount of stun and blows the opponent away. Wall Sticks in the corner, allowing a short follow-up combo.

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A Forced 70% 20 6 5 Launch 80 + WStick 60

FB Greed Sever

214D

Damage Guard Startup Active Recovery On-Block Invuln
70 High/Air 22 4 17 -4 1~4F All
5~25F Lower Body

A version of 214K with low invul and a bit of startup invul.

Useful for punishing lows, discouraging movement, or as a gimmicky reversal option. On hit, combo into 222H, and optionally FRC to squeeze more damage out of the combo. Launches on Counter Hit for a combo, but it can be hit-or-miss which attacks it will counter hit. As a reversal option, it's great for beating moves that option select 623H, since these are typically lows.

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 80% 11 6 4 Down 44
  • Ground bounces on CH (untechable for 130F)
  • Ky is airborne from 5~20F
  • Ky is in CH state during move

Stun Rays

j.214D

Damage Guard Startup Active Recovery On-Block Invuln
18×2 Mid 45 161 Total 22

An exceptionally powerful version of Ky's j.D that lasts a long time and remains active even if Ky gets hit. It can be used to set up a wall to keep the opponent away in neutral. Setting it for okizeme severely limits the opponents wakeup options and will launch on hit, starting combos. Cannot be used while Charged Stun Edge is onscreen

  • Must be blocked in the air with Faultless Defense
  • Be sure to space it correctly (or be in the air) when the opponent wakes up in order to avoid being thrown.
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 0 7×2 3 22 40
  • Floats opponent on CH (untechable for 60F)
  • Ky is in CH state 1~15F
  • Has a minimum height requirement
  • Projectile guaranteed to appear after 12F

Overdrives

Ride the Lightning

632146H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
632146H 36×5 Mid 10+1 42 20 -24 1~14F All
15~19F Throw
j.632146H 36×5 All 7+1 42 Until landing+3 1~14F All
15~19F Throw

An expensive reversal and combo tool that has limited uses. It starts up exactly as fast as 623H, so it's a bit slow, but it moves horizontally rather than vertically so it will beat many options that are used to beat 623H. If TK'd, this move can be used in combos against airborne opponents.

  • Invulnerable only through the startup and bit into the actual attack, will not move through projectiles.
  • The aerial version can be used in combos if done as a low air juggle.
  • FRC is good for staying safe on block or starting combos, but this is an expensive tactic at 75 meter + tension cooldown.
Version FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
632146H 53~56F 10×5 5×5 3 Launch 36
j.632146H 50~53F 10×5 5×5 3 Launch 45

632146H:

  • Ky is in CH state during move
  • Dizzy modifier x0

j.632146H:

  • Ky is in CH state until landing
  • Dizzy modifier x0

Sacred Edge

236236P

Damage Guard Startup Active Recovery On-Block Invuln
27×5 All 5+3 Total 36 +13

Usually used to add damage to combos. A common route is to use it after 2D. It's very plus on block which can allow you to reset pressure, but the meter cost is significant.

  • While it is +13 on block, it's more meter efficient to use Lightning Sphere or Stun Edge FRC to reset pressure.
  • 2D > 236236P is a bit character and distance specific, it isn't a totally stable combo.
  • On some characters and distances, you can link 6H after.

Semi-Unblockable Glitch: Perform a Charged Stun Edge > FRC > Sacred Edge. The CSE will continue to go forward during SE's super flash. If the opponent is not blocking pre-superflash, the CSE will hit them (assuming they are within range). This trick is rarely used.

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
13~14F 3×5 6×5 5 19 30

Instant Kill

Rising Force

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal All 9+8 3 45 -29

Ky's Instant Kill is actually pretty fast and far-reaching. This makes it exceptionally useful (by IK standards, anyway) if you are able to stun your opponent or if you are fighting ABA and force her into Suka MotionGGAC ABA sukaMotion.pngGuard:
-
Startup:
-
Recovery:
Total 52
Advantage:
-
.

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 20 5
  • IK Mode activation: 46F

Colors

GGACR Ky Kiske normal p.png
GGACR Ky Kiske normal k.png
GGACR Ky Kiske normal s.png
GGACR Ky Kiske normal h.png
GGACR Ky Kiske normal d.png
Default P
Default K
Default S
Default H
Default D
GGACR Ky Kiske ex p.png
GGACR Ky Kiske ex k.png
GGACR Ky Kiske ex s.png
GGACR Ky Kiske ex h.png
GGACR Ky Kiske ex d.png
EX P
EX K
EX S
EX H
EX D
GGACR Ky Kiske slash p.png
GGACR Ky Kiske slash k.png
GGACR Ky Kiske slash s.png
GGACR Ky Kiske slash h.png
AC Ky Kiske normal h.png
Slash P
Slash K
Slash S
Slash H
Slash D1 Arcade & PC-Rollback Update Only
GGACR Ky Kiske reload p.png
GGACR Ky Kiske reload k.png
GGACR Ky Kiske reload s.png
GGACR Ky Kiske reload h.png
AC Ky Kiske normal d.png
Reload P
Reload K
Reload S
Reload H
Reload D1 Arcade & PC-Rollback Update Only
GGACR Ky Kiske slash d.png
GGACR Ky Kiske reload d.png
Gold2
Shadow2
*To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
1Only selectable on the Arcade and PC-Rollback versions of the game.
2Available on home ports, and are selected by pressing the "Rec. Enemy" button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.

Navigation

Ky Kiske
Ambox notice.png To edit frame data, edit values in GGACR/Ky Kiske/Data.