GGACR/Ky Kiske/EX

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EX characters are not tournament legal. They only see play in novelty events and casual play between consenting parties.
Overview

Overview

Ky largely maintains his archetype as a balanced all rounder with a strong wakeup game thanks to his Charged Stun Edge and 3...er, 6H, but with his EX version, his midrange presence was lessened in favor of strengthening his mixup options. Crescent Slash is an overhead attack that may not have the range or combo utility of Greed Sever, but more than makes up for it by being much harder to see and still granting a solid combo from a hit, while his Elegant Slash is a command grab that pops the opponent up for a meterless combo, unlike his normal throw wich needs to be Roman Canceled. In addition, Grand Vapor Thrust is much more reliable at converting ground hits into knockdowns than Stun Dipper, which could fail if the opponent was a little too close.

If you’re looking for a dirtier, less honest take on Ky’s usual playstyle, EX Ky may be for you.

Playstyle
x32px Ky Kiske EX is a more aggressive take on Ky, featuring better mixups, frame traps, and consistent conversions
Pros Cons
  • Better Fireball: EX Ky's fireball is plus even at point blank, making his pressure both safer and less meter reliant.
  • Consistent Conversions: Grand Vapor Thrust lets EX Ky turn almost every hit into knockdown and mix.
  • Great Reversal: Vapor Thrust has been given some extra horizontal range early in the animation, making it actually a little useful on wakeup
  • New Mixups: Hard to see, faster overheads and a command grab gives Ky more ways to add threats to his blockstrings
  • FB Lightning Strike: Very good counter zoning tool for times where the opponent can’t be dealt with by stun edge
  • No Stun Dipper: Can’t reliably low profile his way through offense
  • Low Damage: While EX Ky's conversions are consistent, he can't get much out of them.
  • Worse Greed Sever: It’s extremely slow and telegraphed, and useless in combos.

Guilty Bits Character Intro

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, 6H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
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, 6H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
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 6H.
  • Often used to frame trap due to its high reward on CH.

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
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, 6H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10 7 3 14 14

5H

Damage Guard Startup Active Recovery On-Block Invuln
37 Mid 11 4 13 +2

His 5H from GGX. Despite appearances, it can't be used for anti-airing, but is an otherwise nice, fast, long-reaching hit that leaves you with advantage on block. Go into Stun Edge if you want some pressure extension, or Grand Vapor Thrust for damage conversions.

Gatling Options: 6K, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20 6 5 19 18
  • Staggers on ground CH (max ?F)

5D

Damage Guard Startup Active Recovery On-Block Invuln
15 High 23 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.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
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.

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
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 20 2 11 +4

Slower than his normal version, but causes ground slide on hit that can be converted into huge damage in the corner. EX Ky's most important move for getting high damage corner combos. Generally you want to find a way to route into this as hard as that is. Loops into itself several times on most character

  • Moves Ky forward.
  • 0 on IB.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
14 6 4 Launch 35 + Slide 34

6H

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 Normal 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.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
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, 6H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
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, 6H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
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, 6H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 7 3 14 14

2H

Damage Guard Startup Active Recovery On-Block Invuln
40 Mid 11 1,4 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.

Hits twice with EX Ky but is otherwise identical.

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

Gatling Options: 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
14×2 10×2 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
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
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.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
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.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10 7 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.

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

Air Throw

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

No longer wallbounces, hard to combo from without j.214D. Option Select with j.P or j.K for safety.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
Forced 50% 6 Down

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.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
50% 10 7 3 Launch 28 + WBounce 14 + WBounce

Special Moves

Stun Edge

236S or j.236H

Version Damage Guard Startup Active Recovery On-Block Invuln
236S 40 All 10 Total 41 +2
236H 40 All 13 Total 52 -6

A fast, single hit projectile. Good for controlling space. FRC to force your way in at neutral or reset pressure. EX Ky's fireballs are a Level 5 attack.

The S version comes out very fast and recovers quickly and is plus on block, making it exceptionally better to end blockstrings with or catch jumps in pressure.

  • 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 Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
236S 3 6 5 14 18
236H 3 6 5 17 20
  • 236S (notes: FRC timing 22~23F Ky is in CH state from 1~21F)
  • 236H (notes: FRC timing 25~26F 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 Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
j.236S 0 7 3 14 18
j.236H 0 6 4 17 16
  • j.236S (notes: FRC timing 16~18F Ky is in crouching state during landing recovery FRCing restores jump options Has a minimum height requirement)
  • j.236H (notes: FRC timing 14~16F 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.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
3×3 6×3 4 17 20
  • FRC timing 31~32F 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.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
3×3 6×3 5 19 25
  • FRC timing 21~22F 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 40, 25 Mid 5 2(2)3 32+9 after landing -30 1~8F All
623H 40, 25 Mid 7 2(2)4 46+9 after landing -45 1~10F All
11~15F Strike
j.623S/H 35, 20 All 7 2(2)3 Until landing+9 1~10F Strike

EX Ky's most obvious improvement over his normal counterpart is here. This move starts up a little bit faster and has the attack able to hit the opponent if they are next to Ky. It's very similar to Volcanic Viper in function. This helps elevate it from a primarily combo tool with an occasional reversal use, to an actually reliable (is somewhat still overly vertical) reversal.


H version's invul extends into active frames, so it's strictly better to use if you're getting jumped at.

  • Launches the opponent lower than S version

Air version mostly sees use as a combo filler.

Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
623S 10×2 7×2 3 Launch 28, 35
623H 10×2 7×2 3 Launch 28, 45
j.623S/H 10×2 7×2 3 Launch 28, 35
  • 623S (notes: Ky is airborne from 9F onwards Can cancel into Strike Through on 22F)
  • 623H (notes: Ky is airborne from 11F onwards Can cancel into Strike Through on 31F)
  • j.623S/H (notes: Can cancel into Strike Through on 26F)

Strike Through

Vapor Thrust > 214K or 214S > 214K

Damage Guard Startup Active Recovery On-Block Invuln
24 Mid 14 6 Until Landing+9

A quick whack with the sword before both Ky and his opponent fall down. This move has a lot of untechable time, which can lead into solid okizeme, but if the opponent is too high, they can tech out of it.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10 7 3 Launch 60

Needle Spike

236K (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
236K 24, 36 Mid, High 10 3(15)6 5+10 after landing -7 1~3F Strike
j.236K 36 High 13 6 Until landing+10

A sword slash that floats followed by a divekick that knocks down. The kick part is an overhead, but since it's telegraphed by the first hit, it's more of a close ranged combo ender into fireball oki.


The aerial version just does the kick, before Ky falls straight down. Can be used to change your air momentum, but if you tiger knee the input, it becomes a fast, difficult to react to overhead. Not a lot of reward, but does lead into knockdown and lets you start your offense back up. Potentially going for this overhead combined with 236D FRC oki can keep you safer on block and increase reward.

Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
236K 10, 8 7×2 3 Launch 24, 26
j.236K 8 7 3 Launch 26
  • 236K (notes: Ky is airborne from 16F onwards)
  • j.236K

Greed Sever

236[K]

Damage Guard Startup Active Recovery On-Block Invuln
24, 46 Mid, High/Air 10 6(29)14 11 after landing -8 1~3F Strike

Uses the first hit of Needle Spike and the actual Greed Sever part takes years to happen. While not useful as a mixup, this move travels across almost the entire screen with a massive hitbox while being safe on block unless it's air blocked. Has an FRC on frames 26-28 which is mostly useless but it lets you get in with a bizarre jump in angle.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
100%, 80% 10, 11 7, 6 3, 4 Launch 26, 45
  • FRC timing 29~31F Startup to hit a crouching opponent is 48F (tested on Sol) Ky is airborne from 20F onwards

Crescent Slash

214K

Damage Guard Startup Active Recovery On-Block Invuln
24 High/Air 22 3 18+4 after landing -11 7~24F Feet

Another glorious return from GGX, this rising overhead is fast, low crushes, is silent during startup, and leads into an air combo. Better as a direct mixup than Greed Sever, although the startup can still be spotted by astute players and punished accordingly. This should be one of your primary mixups of choice.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 10 3 Launch 40
  • Ky is airborne from 15F onwards

Grand Vapor Thrust

214S

Damage Guard Startup Active Recovery On-Block Invuln
20, 24, 16 Low, Mid×2 17 8(8)2(3)4 46+9 after landing -45 27~38F All
39~42F Strike

Ky slides along the ground and swings his sword, before rising into a Vapor Thrust that can be followed with Slash Through. Very useful for converting your ground strings since it goes far and always gives a knockdown. Has an FRC at frame 15 that can be used for even better conversions. The first hit can pass through the opponent, but you need to utilize the FRC point to mitigate risk/reward in your favor. Still, it's a spectacular combo ender/extender from further ranges and a strong mixup tool with meter.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8, 10×2 7×3 3 Launch 45
  • FRC timing 15F Can pass through opponent Ky is airborne from 38F onwards Can cancel into Strike Through on 58F

Elegant Slash

623P

Damage Guard Startup Active Recovery On-Block Invuln
70 65 pixels 4 1 32

Fast command throw that leads into a small air combo similar to Crescent Slash. This turns Ky's tick throw game into something especially scary, since he doesn't need to rely on an FRC to get conversions. Though, don't be confused - the damage potential from this isn't nearly as high as normal Sol's Wild Throw

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
Forced 60% 6, 8 Launch 40
  • Cannot cancel into

Force Breaks

Lightning Sphere

236D > 214D

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 combos. Often you can catch an opponent reacting to the startup of 236D and attempting to jump over it with this attack. Does not vacuum anymore, but still decent.

  • Must be blocked with FD in the air.
  • Can be cancelled into Charge Drive.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
0 6×3 5 19 25
  • Can cancel into Charge Drive from 30~36F

Charge Drive

236D > 214D > 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. Does not wallstick anymore.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20 6 5 Launch 60

Lightning Strike

222D

Damage Guard Startup Active Recovery On-Block Invuln
40 Mid 14 1 35 -22

Like the one from his normal version, but can be used at any time and while the opponent is anywhere on screen, including midair. Great for sniping characters at a distance but it can't be used too recklessly with its long recovery.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10 30 3 Launch 49
  • Ignores OTG

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.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
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 60, 12×2, 40 All 7+0 8(5)30 Total 49 1~11F Strike
j.632146H 60, 12×2, 40 All 4+0 8(5)30 1 1~6F Strike

This version is a stationary projectile that wallbounces on hit. Theoretically more useful in combos than the normal version, but that isn't saying very much. Very hard to argue with a reversal super that will guarantee to catch opponents not blocking before the super flash however.


The air version can be used as an instant crossup, and it can even lead to a combo on hit, but there's arguably better ways to spend meter.

Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
632146H 20, 10×3 6, 7×3 5, 3×3 Launch 60, 40 + WBounce×3
j.632146H 20, 10×3 6, 7×3 5, 3×3 Launch 60, 40 + WBounce×3
  • 632146H (notes: 4th hit blows opponent back)
  • j.632146H (notes: 4th hit blows opponent back)

Sacred Edge

632146P (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
632146P 27×5 All 5+3 Total 36 +13
j.632146P 27×5 All 5+0 Total 32 3~7F Strike

Same animation as the normal version, but the projectile lingers a bit before going forward, making it a bit harder to use compared to before. Still can be used for combo extensions in the corner, and depending on the spacing they may even be more lenient with the lingering.


The air versions is more functionally similar to the old one, instantly flying across the screen. On top of that, you can air dash after it even if TKed, making it a pretty good pressure reset and approach tool, although there aren't too many situations where you'd wanna use it over Aerial Stun Edge FRC.

Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
632146P 3×5 6×5 5 19 30
j.632146P 3×5 6×5 5 19 30
  • 632146P (notes: FRC timing 13~14F)
  • j.632146P (notes: FRC timing 9~12F)

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:
-
.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20 5
  • IK Mode activation: 46F

Full Frame Data

Normal Moves

input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
5P 8 3 8 Mid 1 CSJR 1.44 5 4 6 0 9 10 10 11
5K 12 3 8 80% Low 1 SJR 1.44 5 8 7 -5 9 10 10 11
c.S 28 14 6 Mid 4 SJR 3.84 7 2 18 -3 16 17 16 14
f.S 28 10 7 Mid 3 SR 2.64 10 6 19 -11 13 14 14 13
5H 37 20 6 Mid 5 SR 3.84 11 4 13 +2 18 19 18 15
5D 15 8 20 High 3 R 2.64 23 4 22 -12 13 Launch 48 14 13
6P 30 10 7 90% Mid 3 SR 2.64 9 5 15 -6 1~6F Upper Body
7~13F Above Knees
13 14 14 13
6K 36 14 6 Mid 4 SR 3.84 20 2 11 +4 16 Launch 35 + Slide 34 14
6H 36×2 10×2 8×2 Mid 5 SJR 3.84×2 23 8,1 3 +15 18 Crouch 20 18 15
2P 8 3 8 80% Mid 1 CSR 1.44 4 4 5 +1 9 10 10 11
2K 14 3 8 70% Low 1 SR 1.44 5 4 6 0 9 10 10 11
2S 25 8 7 Low 3 SR 2.64 9 2 13 -1 13 14 14 13
2H 40 14×2 10×2 Mid 4 SJR 3.84×2 11 1,4 20 -7 16 17 19 14
2D 30 8 7 Low 3 SJR 2.64 7 12 12 -10 13 Down 14 13
j.P 12 3 8 High/Air 1 CSJR 1.44 6 6 6 9 10 10 11
j.K 16 3 9 High/Air 1 SR 1.44 7 8 8 9 10 10 11
j.S 28 8 8 High/Air 3 SJR 2.64 7 3 21 13 14 14 13
j.H 38 8 7 High/Air 3 SR 2.64 13 4 23 13 14 14 13
j.D 40 10 7 All 3 2.64 38 13 Total 20+11 after landing 13 Launch 28 13


Universal Mechanics

name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
Ground Throw 60 6, 8 Forced 50% 43 pixels RF 4.00 Down
Air Throw 60 6 Forced 50% 88 pixels 4.00 Down
Dead Angle Attack 25 10 7 50% Mid 3 R 0.52 12 3 24 -13 1~14F All
15~32F Throw
13 Launch 28 + WBounce 14 + WBounce 13


Special Moves

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236S S Stun Edge 40 3 6 All 5 F 2.75/4.80 10 Total 41 +2 18 14 18 15
236H H Stun Edge 40 3 6 All 5 F 2.75/4.80 13 Total 52 -6 18 17 20 15
j.236S Air S Stun Edge 33 0 7 All 3 F 1.50/2.40 15 Total 59+14 after landing 13 14 18 13
j.236H Air H Stun Edge 33 0 6 All 4 F 1.50/2.40 13 Total 56+14 after landing 16 17 16 14
236D Charged Stun Edge 20×3 3×3 6×3 All 4 F 2.50/2.40×3 43 49 Total 68 +18 16 17 20 7
j.236D Air Charged Stun Edge 20×3 3×3 6×3 All 5 F 1.50/2.40×3 31 Total 63+14 after landing 18 19 25 7
623S S Vapor Thrust 40, 25 10×2 7×2 Mid 3 R 2.50/4.80×2 5 2(2)3 32+9 after landing -30 1~8F All 13 Launch 28, 35 13
623H H Vapor Thrust 40, 25 10×2 7×2 Mid 3 R 2.50/4.80×2 7 2(2)4 46+9 after landing -45 1~10F All
11~15F Strike
13 Launch 28, 45 13
j.623S/H Air Vapor Thrust 35, 20 10×2 7×2 All 3 R 2.00/4.80×2 7 2(2)3 Until landing+9 1~10F Strike 13 Launch 28, 35 13
623S > 214K Strike Through 24 10 7 Mid 3 R -/4.80 14 6 Until Landing+9 13 Launch 60 13
236K Needle Spike 24, 36 10, 8 7×2 Mid, High 3 R 1.50/3.60, 4.80 10 3(15)6 5+10 after landing -7 1~3F Strike 13 Launch 24, 26 13
j.236K Air Needle Spike 36 8 7 High 3 R -/4.80 13 6 Until landing+10 13 Launch 26 13
236[K] Greed Sever 24, 46 10, 11 7, 6 100%, 80% Mid, High/Air 3, 4 RF 1.50/3.60×2 10 6(29)14 11 after landing -8 1~3F Strike 13, 16 Launch 26, 45 13, 14
214K Crescent Slash 24 8 10 High/Air 3 2.00/6.00 22 3 18+4 after landing -11 7~24F Feet 13 Launch 40 13
214S Grand Vapor Thrust 20, 24, 16 8, 10×2 7×3 Low, Mid×2 3 RF 2.00/4.80, 2.50/6.00, 4.80 17 8(8)2(3)4 46+9 after landing -45 27~38F All
39~42F Strike
13 Launch 45 13
623P Elegant Slash 70 6, 8 Forced 60% 65 pixels -/9.60 4 1 32 Launch 40


Force Breaks

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236D > 214D Lightning Sphere 24×3 0 6×3 Mid 5 -/0.24×3 6 34 4 +8 18 19 25 7
236D > 214D > 46D Charge Drive 130 20 6 All 5 R 7+13 15 35 -31 18 Launch 60 15
222D Lightning Strike 40 10 30 Mid 3 14 1 35 -22 13 Launch 49 0
j.214D Stun Rays 18×2 0 7×2 Mid 3 -/0.24×2 45 161 Total 22 13 22 40 6


Overdrives

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
632146H Ride the Lightning 60, 12×2, 40 20, 10×3 6, 7×3 All 5, 3×3 7+0 8(5)30 Total 49 1~11F Strike 18, 13×3 Launch 60, 40 + WBounce×3 15, 13×3
j.632146H Air Ride the Lightning 60, 12×2, 40 20, 10×3 6, 7×3 All 5, 3×3 4+0 8(5)30 1 1~6F Strike 18, 13×3 Launch 60, 40 + WBounce×3 15, 13×3
632146P Sacred Edge 27×5 3×5 6×5 All 5 F 5+3 Total 36 +13 18 19 30 0
j.632146P Air Sacred Edge 27×5 3×5 6×5 All 5 5+0 Total 32 3~7F Strike 18 19 30 0


Instant Kill

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236236H Rising Force Fatal 20 All 5 9+8 3 45 -29 18 18


Gatling Options

Loses gatlings related to former 6HGGAC Ky 6H.pngGuard:
Mid
Startup:
20
Recovery:
17
Advantage:
+2
, otherwise unchanged.

Ground Gatlings
P K S H D Cancel
5PGGAC Ky 5P.pngGuard:
Mid
Startup:
5
Recovery:
6
Advantage:
0
5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special
2PGGAC Ky 2P.pngGuard:
Mid
Startup:
4
Recovery:
5
Advantage:
+1
5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special
6PGGAC Ky 6P.pngGuard:
Mid
Startup:
9
Recovery:
15
Advantage:
-6
- 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special
5KGGAC Ky 5K.pngGuard:
Low
Startup:
5
Recovery:
7
Advantage:
-5
6P 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special
2KGGAC Ky 2K.pngGuard:
Low
Startup:
5
Recovery:
6
Advantage:
0
6P 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special
6KGGAC Ky 6K.pngGuard:
Mid
Startup:
20
Recovery:
11
Advantage:
+4
- - - - - Special
c.SGGAC Ky cS.pngGuard:
Mid
Startup:
7
Recovery:
18
Advantage:
-3
6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special
f.SGGAC Ky fS.pngGuard:
Mid
Startup:
10
Recovery:
19
Advantage:
-11
- 6K 2S 6H 5D, 2D Special
2SGGAC Ky 2S.pngGuard:
Low
Startup:
9
Recovery:
13
Advantage:
-1
- 6K - 5H, 2H, 6H 5D, 2D Special
5HGGAC Ky-EX 5H.pngGuard:
Mid
Startup:
11
Recovery:
13
Advantage:
+2
- 6K - - 5D, 2D Special
2HGGAC Ky 2H.pngGuard:
Mid
Startup:
11
Recovery:
20
Advantage:
-7
- - - - 5D, 2D Jump, Special
6HGGAC Ky 3H.pngGuard:
Mid
Startup:
23
Recovery:
3
Advantage:
+15
- - - - - Jump, Special
5DGGAC Ky 5D.pngGuard:
High
Startup:
23
Recovery:
22
Advantage:
-12
- - - - - Homing Jump
2DGGAC Ky 2D.pngGuard:
Low
Startup:
7
Recovery:
12
Advantage:
-10
- - - - - Jump, Special
Air Gatlings
P K S H D Cancel
j.PGGAC Ky jP.pngGuard:
High/Air
Startup:
6
Recovery:
6
Advantage:
-
j.P[+] j.K[+] j.S j.H j.D Jump, Special
j.KGGAC Ky jK.pngGuard:
High/Air
Startup:
7
Recovery:
8
Advantage:
-
j.P - j.S j.H j.D Special
j.SGGAC Ky jS.pngGuard:
High/Air
Startup:
7
Recovery:
21
Advantage:
-
j.P - - j.H - Jump, Special
j.HGGAC Ky jH.pngGuard:
High/Air
Startup:
13
Recovery:
23
Advantage:
-
- - - - - Special
j.DGGAC Ky jD.pngGuard:
All
Startup:
38
Recovery:
Total 20+11 after landing
Advantage:
-
- - - - - -
  • 5D can be only canceled into Homing Jump on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

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