GGXRD-R2/Ky Kiske

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Overview

Overview

Ky is comfortable anywhere, but he excels in grounded footsies. He uses his fast and long f.S to tame opponents and complements it with 2S, 5H, 2K, and 2D. Frustrated opponents that jump at him will find themselves dealing with his above-the-knees invulnerable 6P and giant, disjointed 2H. Any one of these pokes or anti-airs can lead into a knockdown or a solid combo.

When Ky finds himself farther away from the opponent he can use his Stun EdgeGGXRD Ky StunEdge.pngGuard:
All
Startup:
10
Recovery:
Total 46
Advantage:
-10
projectiles to harass them, either covering his approach or playing keepaway. Ky has access to "Grinders" (read the fortified projectiles section below) which power up any of Ky's projectiles that pass through them, including supers. Grinders give Ky great options in neutral, okizeme, and combos.

After securing a knockdown, Ky can safely set up okizeme using Charged Stun EdgeGGXRD Ky ChargedStunEdge.pngGuard:
All
Startup:
38
Recovery:
Total 69
Advantage:
+14
, then apply his strong pressure game by mixing in low attacks, frame traps, throws, and pressure resets with 6H and 6K.

If footsies don't cut it, Ky can use Stun DipperGGXRD Ky Kiske 236K.pngGuard:
Low, All
Startup:
5
Recovery:
26
Advantage:
-15
to slide under pokes/projectiles and score knockdowns, his overhead Greed SeverGGXRD Ky GreedSever.pngGuard:
High/Air
Startup:
19
Recovery:
5+11 Landing
Advantage:
-10
to check his opponent's reactions and hop over lows, or his reversal Vapor ThrustGGXRD Ky VaporThrust.pngGuard:
Mid
Startup:
11
Recovery:
35+9 Landing
Advantage:
-34
to challenge pressure.

Ky is a character that can quickly switch between keeping the opponent away and turning on the offensive. His diverse moveset has a tool for every situation, and everything about him is average at worst - but usually quite a bit better.
Playstyle
Ky Kiske is a well-rounded character with a low barrier to entry. He excels at playing neutral, converting pokes into knockdowns, setting up safe okizeme, and creating strong pressure.
Pros Cons
  • Strong Neutral Game: Ky has normals which are either fast or have strong hitboxes that often convert into knockdown or damage and control space well.
  • Variable Pressure Routing: Ky's open gatling table and suite of versatile normals allows for variable pressure structure to keep opponents guessing.
  • Projectile 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.: Ky's Charged Stun EdgeGGXRD Ky ChargedStunEdge.pngGuard:
    All
    Startup:
    38
    Recovery:
    Total 69
    Advantage:
    +14
    and Grinders grant him strong, looping okizeme assuming he has either meter or a grinder set up in the corner.
  • Jack of All Trades: Ky is able to perform well in most aspects of the game, and is well rounded to the point of having few major flaws. Ky has a solid option for every situation, including two strong anti-airs, an invulnerable DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion., an invulnerable super, and versatile projectiles.
  • Securing Air Knockdowns: Unless the opponent is cornered it is difficult to get a knockdown from air combos, and sometimes impossible to knockdown airborne lightweight characters.

Durandal Call

Powered up projectiles

Ky can use specific attacks (5D, j.D, Split CielGGXRD Ky SplitCiel.pngGuard:
Mid
Startup:
15
Recovery:
15
Advantage:
-1
) to summon small floating circles called Grinders that last for 3-4 seconds.

Shoot a projectile through a Grinder and it will power up into a Fortified state. Fortified projectiles give Ky more options in neutral, pressure, and combos: Stun EdgeGGXRD Ky StunEdge.pngGuard:
All
Startup:
10
Recovery:
Total 46
Advantage:
-10
becomes a full screen sword-beam for zoning, Charged Stun EdgeGGXRD Ky ChargedStunEdge.pngGuard:
All
Startup:
38
Recovery:
Total 69
Advantage:
+14
becomes a large, long-lasting stationary projectile for okizeme, and Sacred EdgeGGXRD Ky SacredEdge.pngGuard:
All
Startup:
4+3
Recovery:
Total 36
Advantage:
+7
becomes a massive full screen blade that wallsplats the opponent for combos.

Fortified projectiles still count towards Ky's projectile limit of 1 Stun Edge on the screen. Locking down the ground with Fortified Charged Stun Edge means Ky won't be able to use any other kind of Stun Edge until it goes away.

Note: In notation, players often refer to this mechanic with Durandal Call (DC). For example, "DC CSE" refers to Fortified Charged Stun Edge.

Normal Moves

5P

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

Useful for pressure, tick throws, frame traps, burst safe combos, and situational anti airs.

5P is generally a "backup plan" for Ky as he has stronger tools in most situations. It can be used as a quick all-purpose attack that sets up pressure for throws and frame traps, and is safe from Bursts due to its fast recovery. It hits a bit high up, making it a nice backup anti-air when 6P would fail (such as when the opponent is too close and/or crosses up.)

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

Level Proration RISC+ RISC-
0 3 8

5K

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

A standing low that is used for mix-ups, okizeme, setting up frame traps, and for tick throws.

5K is a low with shorter range than 2K, but better proration (80% vs 70%), making it a better choice for a low mixup if you're close enough. Its very long active time also makes it a reliable MeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. on an opponent's wakeup.

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

Level Proration RISC+ RISC-
0 Initial: 80% 3 8

c.S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 7 2 18 -1

Used for frame traps, punishing, pressure, option selecting with forward throwBy pressing 6H+S to execute a throw, you'll get this attack if the opponent jumped or backdashed. , and as a situational anti-air.

An essential move in pressure due to its high attack level, jump cancelability, use as a frame trap, high reward on counter hit, and ability to throw option select. It's safe to end pressure with normally, but it's common to jump cancel it into TK Aerial Stun EdgeGGXRD Ky AirStunEdge.pngGuard:
All
Startup:
21
Recovery:
41+14 Landing
Advantage:
+2
or to simply escape a situation. By late canceling other attacks into c.S in pressure, you can create a frame trap to catch opponents pressing buttons. On Counter Hit, it will combo into 6H, leading to high damage combos.

Its fast startup and high damage also makes it a good punish tool. It hits a bit higher up than implied by the animation, and works as an anti-air occasionally. This is much faster than 5H or 6H, and if an opponent successfully jumps a throw attempt but didn't hold Faultless Defense, they may be caught.

  • On Counter Hit, combos into 6H.

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

Level Proration RISC+ RISC-
4 20 6

f.S

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

A long reaching normal with a slight DisjointA particular type of hitbox that has no nearby associated hurtbox, enabling attacks to have certain areas that cannot be hit by an opponent's attacks in return., used for spacing and pressure.

One of Ky's cornerstone moves. It is his farthest reaching ground normal and standard spacing/harassment tool. Use f.S to threaten the opponent and prevent them from advancing or escaping. On crouching hit or Counter Hit, it can be canceled into 3H for a combo at most ranges, but won't connect at max range. If your confirms and sense of spacing are strong, you can cancel into Stun DipperGGXRD Ky Kiske 236K.pngGuard:
Low, All
Startup:
5
Recovery:
26
Advantage:
-15
on hit for a knockdown.

Ky's hurtbox is extended far forward during the attack, so opponents can punish this if used recklessly. Some characters can get under f.S with low profile or airborne moves: mix it up with 5H, 2S, and Stun EdgeGGXRD Ky StunEdge.pngGuard:
All
Startup:
10
Recovery:
Total 46
Advantage:
-10
if they start to find ways around f.S. This move is a perfect candidate for YRC OSWith at least 25 Tension, input a Roman Cancel the moment the attack becomes active. On hit, it will RRC for a combo. On whiff, it will YRC. to remove most of its risk at the cost of Tension.

  • On crouching hit or Counter Hit, combos into 3H.
  • Can be avoided with low profile attacks.

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

Level Proration RISC+ RISC-
2 10 7

5H

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

Used for spacing, frame traps, situational anti-air, and punishes.

5H can be thought of as a shorter range, but safer version of f.S. It's a medium reach poke that is slightly plus on block, and when used in tandem with Ky's other spacing tools it can be very strong. 5H hits a bit higher up than f.S, and can be used as an anti-air + spacing tool in some situations. On Counter Hit it staggers the opponent, making it a great choice to frame trap with in pressure.

This move is a key part of ending pressure because of its long cancel window and advantage on block. Ky can choose to end with 5H or late cancel into 2D to trip opponents expecting to escape. On hit, use the late cancel window to space Stun DipperGGXRD Ky Kiske 236K.pngGuard:
Low, All
Startup:
5
Recovery:
26
Advantage:
-15
correctly and secure both hits for a knockdown.

Gatling Options: 6K, 5D, 2D

Level Proration RISC+ RISC-
4 20 6
  • Staggers opponent on CH. Max duration 51F, Frame Adv: +14 to +34

5D

Damage Guard Startup Active Recovery On-Block Invuln
25 High 28 13 11 -5

Used as a standard grounded overhead.

Ky's universal grounded overhead. It is among the slower 5D moves in the game, but is much safer on block than Ky's other grounded-usable overhead in Greed SeverGGXRD Ky GreedSever.pngGuard:
High/Air
Startup:
19
Recovery:
5+11 Landing
Advantage:
-10
. Ky can summon Grinders faster with Split CielGGXRD Ky SplitCiel.pngGuard:
Mid
Startup:
15
Recovery:
15
Advantage:
-1
, so it's not recommended just for that. While 5D can destroy the opponent's projectiles and leave Ky with a Grinder afterwards, its slow startup makes it difficult to use for that purpose.

Can also be useful as an expensive YRC fuzzy guard mix-up when above 75% Tension.

  • Summons a Grinder and clashes with projectiles during active frames.
  • Becomes a mid attack when Yellow Roman Canceled.
Level Proration RISC+ RISC-
4 Initial 80% 20 20
  • On YRC, projectile still comes out, but becomes a Mid hitting projectile that does not launch the opponent

6P

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

Used as an anti-air, pressure tool, frame trap, and counterpoke.

6P is an extremely reliable anti-air and Ky's primary attack for dealing with airborne opponents alongside 2H. As a grounded attack, its Disjointed HitboxA particular type of hitbox that has no nearby associated hurtbox, enabling attacks to have certain areas that cannot be hit by an opponent's attacks in return. makes it good for countering mid range pokes. It can also be used to bait certain Dead Angles in pressure.

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

Level Proration RISC+ RISC-
2 Initial: 90% 10 7

6K

Damage Guard Startup Active Recovery On-Block Invuln
32 Mid 19 2 11 +4

An advancing plus-on block pressure reset.

Because this attack is +4 on block and moves Ky forward, it allows Ky to start a new blockstring afterwards. The downside comes in the form of slow startup: it will lose to jumping/backdashing/mashing, so the opponent must be conditioned to block before this can be effectively used.

Using Yellow Roman Cancel during the startup of this move is a gimmicky way to move closer to the opponent for a throw. Keep in mind that while 6K is +4 on block, Ky's fastest normals have 5f of startup. This means that even when not instant blocked, the opponent has a 1f gap to input a reversal to beat your attempt to re-establish pressure.

Level Proration RISC+ RISC-
3 10 8

6H

Damage Guard Startup Active Recovery On-Block Invuln
30×2 Mid 23 6,(8),2 6 +11

Used for resetting pressure, for frame traps, and in combos after Counter Hit c.S.

6H has high frame advantage and includes a large forward step Ky takes before swinging his blade. 6H can be used to reset pressure against passive opponents, forcing your way back in and trapping them in another bad situation, or to get the opponent to use their tension in order to force you off of them. It's a great tool for building meter and cranking an opponent's R.I.S.C. gauge.

  • First hit is special cancellable.
  • Forces opponent into crouching state on ground hit.
Level Proration RISC+ RISC-
4 10 6
  • First hit forces opponent into crouching state on ground hit

3H

Damage Guard Startup Active Recovery On-Block Invuln
35 Mid 15 4 25 -12

Used in pressure, frame traps, punishes, and to launch for combos.

Often used to extend pressure after f.S and confirm crouching and counter hits into a launcher for high damage. On block, it's usually canceled into Stun EdgeGGXRD Ky StunEdge.pngGuard:
All
Startup:
10
Recovery:
Total 46
Advantage:
-10
and Split CielGGXRD Ky SplitCiel.pngGuard:
Mid
Startup:
15
Recovery:
15
Advantage:
-1
to remain safe, while on hit it's canceled into Greed SeverGGXRD Ky GreedSever.pngGuard:
High/Air
Startup:
19
Recovery:
5+11 Landing
Advantage:
-10
for a combo.

Like 6K, using YRC to cancel the startup of this move is a tricky way to close in for a throw. While 3H does connect from f.S, it won't reach from a f.S that hits at the tip.

  • Ky slides forward before slashing.
  • Combos from f.S on crouching and counter hit.
Level Proration RISC+ RISC-
3 14 6
  • Special cancellable until 27F
  • Air hit untechable for 28F

2P

Damage Guard Startup Active Recovery On-Block Invuln
6 Mid 5 4 4 +2

Used for pressure, setting up frame traps and tick throws, and Burst-safe confirms.

An essential move in Ky's pressure since it's fast, +2 on block, and easy to confirm into a combo. From here you can choose to do many things, such as frame trap to c.S or 5H, gatling into another normal, or go for a throw. Due to its quick recovery, it can create Burst-safe points in combos.

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

Level Proration RISC+ RISC-
0 Initial: 80% 3 8

2K

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

Used for neutral, pressure, and setting up frame traps and tick throws.

2K has good range and fast startup. Although it is a low, 5K is preferred over 2K as a mix-up tool since 2K prorates damage by 70%, and 5K by 80%. In pressure, 2K is neutral on block, which makes it strong for tick throws and frame traps.

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

Level Proration RISC+ RISC-
0 Initial: 70% 3 8

2S

Damage Guard Startup Active Recovery On-Block Invuln
25 Low 9 2 15 -3

Used for spacing, low mix-up, and gatling from f.S for safety.

2S is a long range low, used to supplement Ky's other spacing attacks. It can be used to stop advancing opponents who are trying to either low profile other attacks or attempting to rush in from the ground. It can be thought of as a version of f.S that exchanges range and damage with the safety of crouching to duck under aerial attacks. With a good sense of spacing and fast reactions you can cancel 2S hits near the tip into Stun DipperGGXRD Ky Kiske 236K.pngGuard:
Low, All
Startup:
5
Recovery:
26
Advantage:
-15
for a knockdown. It's often canceled from f.S on hit or block, and used in pressure to add a low to blockstrings.

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

Level Proration RISC+ RISC-
2 10 7

2H

Damage Guard Startup Active Recovery On-Block Invuln
28×2 Mid 11 1,4 20 -7

Used for anti-air, situationally as a spacing tool, and as a frame trap.

An amazing swiss army knife of a move. 2H's potential as a preemptive anti-air attack is high since it covers a massive amount of space, hitting much farther and higher than 6P. It's also surprisingly functional as a ground poke, so running forward and throwing it out is like putting up a wall in neutral that covers the air and ground. It hits twice, which is great for dealing with moves with armor like Potemkin's Hammerfall, it launches on Counter Hit which opens up high damage potential, and it is also jump cancelable both on hit and block which makes it hilariously safe as long as it actually touches the opponent. The startup can sometimes be a bit too slow to anti-air on reaction with relative to 6P, but overall it's very fast for how large it is. The recovery isn't insignificant, but it's relatively safe for what it is.

  • Pulls in opponent towards Ky on air hit.
  • Launches and pulls in opponent towards Ky on Counter Hit.

Gatling Options: 5D, 2D

Level Proration RISC+ RISC-
3 Initial: 90% 14 6
  • Pulls in opponent on air hit
  • Air hit untechable for 19F

2D

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

Used for leading combos into knockdown, poking, and as a low mix-up.

2D is a fast, long range sweep that is active for an unusually long amount of time. It's often used as a poke or canceled from a poke in neutral, to keep opponents from jumping in pressure, and sometimes on defense as a fast and long range counterattack. It can also be used to catch reversal backdashes on oki.

Level Proration RISC+ RISC-
2 10 7

j.P

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

Used for countering opponents in the air, controlling air space, tick throws, and Burst-safe confirms.

While Ky's other jumping normals are generally better, j.P is his fastest and least risky airborne attack. j.P is a great way to interrupt opponents approaching you from above when airborne. It's not guaranteed to beat out an opponent's airthrow attempts, since it hits more high up and horizontally than low and vertically.

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

Level Proration RISC+ RISC-
0 3 8

j.K

Damage Guard Startup Active Recovery On-Block Invuln
16 High/Air 7 4 12

Used for long-range air-to-air encounters, and catching opponents jumping away.

j.K is very fast and hits very far, making it a great for air-to-air encounters. It's almost just as fast as j.P, and hits much further and a bit higher up, making this a great choice to catch opponents attempting to escape pressure by jumping, or to challenge an opponent from the air that's far away.

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

Level Proration RISC+ RISC-
0 3 8

j.S

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

Used for okizeme, air combos, as an air-to-ground attack, and in fuzzy guard setups.

Ky's standard jump in attack. It's often used for safejumps over a knocked down opponent for okizeme. j.S is important in Ky's air combos and fuzzy guard mix-ups because it's jump cancelable.

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

Level Proration RISC+ RISC-
2 10 7

j.H

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

Used for okizeme, air combos, as an air-to-ground or air-to-air attack, countering anti-airs, and controlling air space.

j.H hits very far, as well as slightly below Ky, it's a gigantic swipe that is used to space opponents at the tip, or to cover escapes by using it while backdashing. Its large hitbox can even beat anti-air attacks when spaced properly at max range! Off a falling CH there's enough hitstun to pick up a combo. j.H is also used in okizeme, as a safejump right before landing. Its startup frames are also useful when doing empty jump mix-ups, where you would fake it hitting overhead.

Gatling Options: j.D

Level Proration RISC+ RISC-
2 10 7

j.D

Damage Guard Startup Active Recovery On-Block Invuln
40 All 38 13 Total 25+8 after landing

Used for zoning, space control, okizeme, crossups, and to summon Grinders.

j.D is a passive "trap" tool with considerable startup that suspends Ky in the air briefly, so it's best to use it from a distance or while the opponent is downed. It leaves an electric cross hanging in the air that will hit the opponent if it's touched while active. This is useful for zoning, as well as setting up okizeme. It's possible to cross up an opponent's block by airdashing over them the moment they wake up into j.D.

It also functions as an anti-zoning tool, since j.D also creates a Grinder, allowing you to immediately use Aerial Stun EdgeGGXRD Ky AirStunEdge.pngGuard:
All
Startup:
21
Recovery:
41+14 Landing
Advantage:
-
afterwards for a fortified Stun Edge. It launches opponents on Counter Hit, which can be converted into a combo. If done close enough to the ground, ground Stun Edges can pass through the air grinder set by j.D.

  • Disappears if Ky is hit but remains even if Ky blocks.
  • Creates a Grinder and clashes with projectiles.
  • Has landing recovery unless you Yellow Roman Cancel or double jump after j.D.
  • Can only j.D once per jump.
Level Proration RISC+ RISC-
2 10 7

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
0,60 Ground Throw: 75250 1 +49

This is the cornerstone of Ky's mix-up game, allowing him to safely set up Charged Stun EdgeGGXRD Ky ChargedStunEdge.pngGuard:
All
Startup:
38
Recovery:
Total 69
Advantage:
+14
or TK j.D.. It can be Roman Canceled in the corner for high damage Vapor ThrustGGXRD Ky VaporThrust.pngGuard:
Mid
Startup:
11
Recovery:
35+9 Landing
Advantage:
-34
and Split CielGGXRD Ky SplitCiel.pngGuard:
Mid
Startup:
15
Recovery:
15
Advantage:
-1
loops, or midscreen to carry the opponent to the corner.

Level Proration RISC+ RISC-
0 Forced: 65% NA 6,0
  • Frame advantage listed is on hit
  • Stun: 30

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
0,60 Air Throw: 192500 1

Basic air throw. There isn't enough time to use Charged Stun EdgeGGXRD Ky ChargedStunEdge.pngGuard:
All
Startup:
38
Recovery:
Total 69
Advantage:
+14
oki safely from this knockdown, but it can be Roman Canceled to add a bit of extra damage midscreen or to start Vapor ThrustGGXRD Ky VaporThrust.pngGuard:
Mid
Startup:
11
Recovery:
35+9 Landing
Advantage:
-34
loops in the corner.

Level Proration RISC+ RISC-
0,4 Forced: 65% NA 6,0
  • Stun: 30

Dead Angle Attack

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

A standard Dead Angle Attack, using Ky's 6P animation. It has moderate startup and recovery, and hits pretty consistently. While always an option, Ky has access to other defensive tools in Vapor ThrustGGXRD Ky VaporThrust.pngGuard:
Mid
Startup:
11
Recovery:
35+9 Landing
Advantage:
-34
or Ride the LightningGGXRD Ky RideTheLightning.pngGuard:
Mid
Startup:
10+1
Recovery:
18
Advantage:
-22
, so consider your options as always.

Level Proration RISC+ RISC-
2 Initial: 50% 10 7

Blitz Attack

Version Damage Guard Startup Active Recovery On-Block Invuln
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1~50: Blitz

Ky's Blitz Attack is the same as the rest of the cast's, and he has little use for it in combos.

Version Level Proration RISC+ RISC-
Blitz 1 Initial: 55%
[Blitz] 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F / 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F / 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Stun Edge

236S

Version Damage Guard Startup Active Recovery On-Block Invuln
Stun Edge 30 All 10 Until Corner Total 46 -10
Stun Edge (Fortified) 40 All ~+9 3 +8
Stun Edge

Fast projectile used for spacing, zoning, ending blockstrings, and resetting pressure with YRC.

Stun Edge (SE) is an important part of Ky's neutral game, and is very powerful when used with Yellow Roman Cancel. It can be used to supplement Ky's neutral at most ranges, but has low reward on hit for how risky it is to throw within an opponent's IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 or 754 or using a dash macro. range. Without meter to YRC, use it more at farther ranges where opponents cannot punish with an airdash. SE is not a pure zoning tool, as it is beat out by multi-hit projectiles or characters that can quickly create multiple projectiles.

SE truly shines when Yellow Roman Canceled: Ky can put out a fast moving hitbox very quickly, immediately react to what the opponent is doing, and then pick his options accordingly. On hit it can be confirmed into a combo and knockdown, on block you can start a blockstring. Stun Edge will even delete moves like Sol's Gun FlameGGXRD Sol GunFlame.pngGuard:
All
Startup:
20
Recovery:
Total 50
Advantage:
-4
or Venom's pool balls and allow you to punish their recovery. Try to avoid spending all your meter on this, though - it isn't infallible!

  • Can be avoided with low profile moves

Fortified Stun Edge

Used for zoning, anti-zoning, and resetting pressure.

An extremely useful tool. Shooting an SE through a Grinder turns it into a full screen sword beam. Fortified SE passes through other projectiles, and on Counter Hit it knocks down the opponent. This makes it invaluable as a zoning/anti-zoning tool, since SE on its own is rather weak against many other projectiles. With one well placed shot, Ky can break a zoning situation using fortified SE. In pressure after a Grinder has been placed, Fortified SE can reset pressure since it's +8 on block.

  • Can still be avoided with low profile moves.
Version Level Proration RISC+ RISC-
236S 2 Initial: 90% 2 7
236S Grinder 4 3 6

236S: 236S Grinder:

Charged Stun Edge

236H

Version Damage Guard Startup Active Recovery On-Block Invuln
Charged Stun Edge 20×3 All 38 Until Corner Total 69 +14
Charged Stun Edge (Fortified) 20×6 All ~+9 59 +18
Charged Stun Edge

Used for okizeme, zoning, and occasionally as a pressure reset.

Charged Stun Edge (CSE) is larger and slower than Stun EdgeGGXRD Ky StunEdge.pngGuard:
All
Startup:
10
Recovery:
Total 46
Advantage:
-10
, and hits 3 times instead of 1. It's mainly used for safe, easy 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. after a knockdown due to its large amount of frame advantage. Its considerable startup and recovery make it less suited to use in neutral, and it's still avoidable by Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. moves.

Once it's out, Ky can IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 or 754 or using a dash macro. over it and use j.S or j.H to lock the opponent down, or run behind it on the ground while reacting to jump out attempts. Its use as a pressure reset is limited due to its slow startup, but can catch opponents playing passively and give Ky another mix-up attempt. With Yellow Roman Cancel, it becomes much easier to use in neutral to cover an approach, and less risky as a pressure reset.


Fortified Charged Stun Edge

Also known as DC CSE. Used for okizeme, and occasionally as a zoning tool.

Firing a CSE through a Grinder will cause it to transform into a nearly fullscreen stationary rotating blade that functions similarly to CSE. It hits 6 times, and is slightly more plus on block than CSE.

Using DC CSE for okizeme gives Ky plenty of time to dash jump and go for a high/low mix-up that covers many non-invulnerable defensive options. DC CSE rapidly expands to its full range on becoming active as it does not need to travel like regular CSE, and using it with Yellow Roman Cancel enables the aforementioned mix-ups reversal-safe and doable from farther distances.

It can also be used in neutral, especially by YRCing CSE, then running in front of it and placing a Grinder for it to pass through using Split CielGGXRD Ky SplitCiel.pngGuard:
Mid
Startup:
15
Recovery:
15
Advantage:
-1
. Standing inside of a DC CSE is a good way to deal with projectiles and approach opponents.

  • Clashes with other projectiles.
  • Can still be avoided with low profile moves that hit Ky.
Version Level Proration RISC+ RISC-
236H 4 3 6
236H Grinder 4 3 6

236H: 236H Grinder:

  • On air hit untechable for 60F

Aerial Stun Edge

j.236S or j.236H

Version Damage Guard Startup Active Recovery On-Block Invuln
Air S Stun Edge 33 All 21 Until Ground 41+14 Landing +2
Air S Stun Edge (Fortified) 43 All ~+9 3
Air H Stun Edge 33 All 21 Until Ground 41+14 Landing
Air H Stun Edge (Fortified) 43 All ~+9 3
S Aerial Stun Edge

Used for punishing anti-air attempts, stopping momentum in mid-air, pressure, resetting pressure, setting up frame traps and as a zoning tool.

S Air SE is a multi-purpose projectile that can be used in many ways. In neutral it can be used to catch approaching opponents, and to punish anti-air attempts once they've got under you. This is always a risk, but is extremely safe with YRC, since you won't have to deal with landing recovery, and can assess the situation to confirm into a combo if it hit, go for a mix-up if it was blocked, or disengage with an airdash if it was avoided. When TKAn input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input.'d (2369S/H), it is advantageous on block, which makes it another way to reset pressure, especially after a jump cancelable normal such as 2H or c.S. Using an aerial projectile as a pressure reset is unconventional and many opponents may try to challenge with an attack, leading to an easy frame trap. This is extra effective in the corner!

  • Ky is crouching during landing recovery.

H Aerial Stun Edge

Mainly used for zoning.

Compared to S Air SE, H Air SE is far less multi-use, and is generally TK'd from far away to cover a good portion of the screen and harass the opponent, or to call out an opponent's jump out attempt in pressure where you'd normally use S Air SE. What it does, it does well.

  • Ky is crouching during landing recovery

Fortified S Aerial Stun Edge

Used for punishing anti-air attempts, stopping momentum in mid-air, pressure, resetting pressure, setting up frame traps and as a zoning tool.

For the most part, Fortified S Air SE functions exactly the same as the normal version, only at an angle. It can be used after using j.D as an okizeme tool, or after jump canceling a normal during pressure and using j.D. Fortified Air SE stuns the opponent for a long time on counter hit, giving you time to run in and perform a quick combo. You can even confirm into 3H if you're quick enough.

  • Passes through projectiles.
  • Knocks down on Counter Hit.

Fortified H Aerial Stun Edge

Used for zoning and anti-zoning.

Though Fortified H Air SE is used in the same way as the normal version, it's far more potent as a zoning/anti-zoning tool. You can setup a Grinder for this move by using j.D in neutral far from the opponent. Its angle makes it very hard for opponents to deal with.

  • Passes through projectiles.
  • Knocks down on Counter Hit.
Version Level Proration RISC+ RISC-
j.236S 3 Initial: 90% 2 6
j.236S Grinder 4 3 6
j.236H 3 Initial: 90% 2 6
j.236H Grinder 4 3 6

j.236S:

  • Frame Advantage is on lowest possible height

j.236S Grinder:

  • Staggers opponent on CH. Max duration 39F

j.236H: j.236H Grinder:

  • Knocks down opponent on CH

Vapor Thrust

623S (Air OK) or 623H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
S Vapor Thrust 48 Mid 9 3 32+9 Landing -30 1-8F Full
H Vapor Thrust 48 Mid 11 4 35+9 Landing -34 1-10F Full
11-15F Strike
Air Vapor Thrust 48 All 9 3 9 After Landing 1-8F Strike
S Vapor Thrust

Used as a reversal on defense, as a risky wakeup reversal, as a high risk high reward anti-air, and as an invincible attack.

Vapor Thrust (VT) is Ky's invulnerable reversal attack. The S version (SVT) is extremely rewarding on Counter Hit and starts up/recovers slightly faster than the HS version, but it has much less invulnerability time. It's usually used as a high risk high reward anti-air, or in specific situations on defense to take advantage of the long untechable time on Counter Hit to pick up a combo.


H Vapor Thrust

Used as a reversal on defense and wakeup, as a risky anti-air, in combos, and as an invincible attack.

While better than SVT as far as wakeup reversals go, HVT is risky; it loses to some low profile attacks and easily loses to safe jumps, so you need to be sure the opponent isn't doing one of those before attempting this. It also starts up slowly in comparison to other reversals, and has a lack of forward momentum and range. Despite this, HVT is a good tool for dealing with pressure since it still has a good amount of invulnerability. It also hits on both sides of Ky, making it one of the rare reversals that can be useful for dealing with crossups (as long as your input isn't crossed up). Ky is not left in Counter Hit or crouching state during the recovery either, so it loses a bit associated risk when the opponent has no tension to punish hard.

As long as the opponent doesn't low profile it, you can use HVT RC to escape oki and pick up a combo if it hit, though you might want to save the tension for FD or Dead Angle if you don't want to play risky. Outside of defense, it can be used to anti air some moves that otherwise counter Ky's 6P and 2H, though its startup leaves a bit to be desired and if they see it coming in time they may be able to YRC and punish you for your trouble. It's integral in Ky's combos, including Vapor Thrust loops, Split CielGGXRD Ky SplitCiel.pngGuard:
Mid
Startup:
15
Recovery:
15
Advantage:
-1
loops, and Dash VT combos. On medium and heavy weight characters it will score knockdowns pretty easily, but light characters tend to float too high and can recover before hitting the ground.


Air Vapor Thrust

Used as an air combo ender, as a risky anti-air, to interrupt momentum, and as an invincible attack.

Because air VT lacks a low hitting hitbox (much like the grounded version), it's rare to see it used in the air like Sol would use his Volcanic Viper. 99% of the time you use this move it will be to end air combos. It can be a wild card option in a pinch though.

  • All versions cannot be Yellow or Purple Roman Canceled.
Version Level Proration RISC+ RISC-
623S 2 10 7
623H 2 Initial: 80% 10 10
j.623S/H 2 10 7

623S:

  • Floats on hit, untechable for 35F
  • 9F onwards Airborne

623H:

  • Floats on hit, untechable for 60F
  • 11F onwards Airborne

j.623S/H:

  • Floats on hit, untechable for 45F

Stun Dipper

236K

Damage Guard Startup Active Recovery On-Block Invuln
12,32 Low, All 5 14(7)3 26 -15 1-4F Upper Body
5-18F Low Profile

Used to low profile attacks, counterattack on defense, confirm knockdowns from pokes, as a surprise low attack at the end of pressure, and to cover lots of space quickly.

Stun Dipper (SD) is one of Ky's defining attacks. Its ridiculously fast startup, upper body invulnerability, and long travel distance make it useful in a wide variety of situations. SD can be used to counter an opponent by sliding under their attacks that don't cover the ground, and to confirm knockdowns from combos and pokes spaced at the tip of f.S, 2S, and 5H. It's also commonly used to counter pressure during even small gaps left by the opponent.

Though SD is an invaluable tool it's also very punishable on block. This is made worse because it's also really finnicky to get both the slide and the follow-up slash to combo unless Ky was spaced correctly or got a Counter Hit. Because of this, it's risky to throw out unless you read the opponent correctly or can confirm your spacing quickly. Ky's neutral game becomes many times better once he has 50 tension because he can mitigate all the negative consequences of SD and threaten his opponent constantly with it. If it hits, you can save the meter or go RC it for damage. If it's blocked or dodged, RRC or PRC will keep you safe and put you in an advantageous position.

  • Second hit will not combo after the first if spaced too close.
  • Second hit always combos on Counter Hit.
Level Proration RISC+ RISC-
3,2 Initial: 90%, -- 14,10 2,5

Greed Sever

214K

Damage Guard Startup Active Recovery On-Block Invuln
30 High/Air 19 14 5+11 Landing -10 4F onwards Foot

Used as a combo tool, to control space against active opponents, to counter hit low attacks, and as an overhead mix-up.

As an overhead, Greed Sever (GS) is a bit telegraphed despite its speed. It's unsafe on block at most ranges, so it's primarily used in combos and as an advanced offensive counter-poke option. While faster than most Dusts, it has a unique animation and loud audio cue that makes it easier to react to.

Though it's somewhat lacking as a pure mix-up tool, GS begins to shine when used at range to catch defensive mashing, hop over low attacks, and check over-aggressive movement in neutral. If it connects with an opponent's block at the tip near the end of the animation it's safe on block. It's typically reserved until 50 Tension is saved up to RC it just in case it's blocked.

  • While the startup is 19F, it does not hit crouching opponents until later (24F).
  • Ky is in crouching state during recovery.
Level Proration RISC+ RISC-
3 Initial: 70% 14 7
  • Hits crouching Sol on 24F
  • Frame Adv listed is when this attack is standing blocked on 22F
  • 4F onwards airborne

Split Ciel

236D

Damage Guard Startup Active Recovery On-Block Invuln
40 Mid 15 3 15 -1 5-12F Lower Body

Used to summon Grinders, in combos, and to end blockstrings.

In neutral, Split Ciel (SC) is used to summon Grinders for Durandal Call as quickly and safely as possible. Whiffing a special move may seem bad (and it can be in some matchups), but the threat of a Grinder allows Ky to play a more passive neutral game, and compels the opponent to move around to avoid being caught by Fortified Stun EdgesGGXRD Ky StunEdge.pngGuard:
All
Startup:
10
Recovery:
Total 46
Advantage:
-10
. On hit, it will stagger the opponent which can create some gimmicky mix-up and pressure reset opportunities if they're not good at mashing out of stagger.

SC is also Ky's signature Vapor ThrustGGXRD Ky VaporThrust.pngGuard:
Mid
Startup:
11
Recovery:
35+9 Landing
Advantage:
-34
loop combo ender: it's the reason he can setup Fortified Charged Stun EdgeGGXRD Ky ChargedStunEdge.pngGuard:
All
Startup:
38
Recovery:
Total 69
Advantage:
+14
oki and go for free IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 or 754 or using a dash macro./empty jump mix-ups.

Ending blockstrings with SC is an option, because it's only -1 on block and leaves Ky with a Grinder to work with. Be careful using it to end pressure when pushed out too far, since it has a decent amount of whiff recovery and can be punished by opponents looking out for it.

For some reason, SC has foot invul during the middle of its startup so it has some very niche utility as a counterpoke, such as against Venom 2SGgxrd venom 2s.pngGuard:
Mid
Startup:
6
Recovery:
19
Advantage:
-7
at round start.

Level Proration RISC+ RISC-
3 10 7
  • Staggers opponent on hit. Max duration 59F, Frame Adv: +14 to +42

Overdrives

Ride the Lightning

632146H (Air OK) or 632146D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
Ride the Lightning 36×5
[45×5]
Mid 10+1 42 18 -22 1-25F Full
Air Ride the Lightning 36×5
[45×5]
All 8+1 42 Until Landing +6 After Landing 1-17F Full

Used to end midscreen air combos in a knockdown, as a wakeup reversal, as a reversal in pressure, to confirm from j.S F-ShikiSometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters., and to end rounds with Burst Overdrive.

Ride the Lightning (RTL) is Ky's signature super, which sends him bolting across the screen surrounded by lightning. It has a lot of invulnerability and can deal high damage, especially in Hellfire state. Its horizontal movement allows it to beat options that would otherwise counter Vapor ThrustGGXRD Ky VaporThrust.pngGuard:
Mid
Startup:
11
Recovery:
35+9 Landing
Advantage:
-34
but in the end it's still the same speed as HVT. Ending common midscreen air combos with RTL is a good way to add damage and score knockdowns at times where Ky usually cannot.

RTL is unsafe on block and has Counter Hit recovery, so it's risky to use as a reversal. That said, it can be strangely difficult to punish due to the way each hit of RTL pushes the opponent away. This can be mitigated by Instant Blocking the last hit, but depending on Ky's position the timing changes so it can be difficult.

  • Projectile invincible during all active frames.
Version Level Proration RISC+ RISC-
632146H 2 10 7
j.632146H 2 10 7

632146H:

  • Stun: 0
  • [ ] Values are for Burst version

j.632146H:

  • Untechable time 36F
  • Will wallstick if opponent hits the wall within 40F from hit
  • [ ] Values are for Burst version

Sacred Edge

236236P

Version Damage Guard Startup Active Recovery On-Block Invuln
Sacred Edge 27×5 All 4+3 Until Corner Total 36 +7 4-6F Strike
Sacred Edge (Fortified) 100 All ~+1 3 +6

Primarily used in combos.

Sacred Edge is Ky's preferred Overdrive for using Tension to add damage to combos anywhere on the screen. Because Overdrives don't trigger a Tension gain penalty like Roman Cancels do, Ky can regain quite a bit of the Tension spent just by successfully completing the combo. Though Sacred Edge is a strong projectile that is plus on block, it is mostly used in combos-- in other cases, Stun EdgeGGXRD Ky StunEdge.pngGuard:
All
Startup:
10
Recovery:
Total 46
Advantage:
-10
and Charged Stun EdgeGGXRD Ky ChargedStunEdge.pngGuard:
All
Startup:
38
Recovery:
Total 69
Advantage:
+14
accomplish nearly the exact same things and don't cost 50% Tension.

Fortified Sacred Edge wall sticks the opponent in the corner on hit, which creates new high-damage combo opportunities.

Version Level Proration RISC+ RISC-
236236P 2 3 6
236236P Grinder 4 20 15

236236P:

  • On air hit untechable for 30F

236236P Grinder:

  • Untechable time 40F
  • Will wallstick if opponent hits the wall within 40F from hit

Instant Kill

Rising Force

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
DESTROY All 9+12
[5+12]
4 30 -17 9-24F Full
[5-20F Full]

A nice and fast Instant Kill, which has its uses in specific IK setups when Conclusion Conditions are met.

  • Uses animation and hitbox of 3H.
Level Proration RISC+ RISC-
3 14 6
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 51F [5F+5F]

Navigation

Ky Kiske
Ambox notice.png To edit frame data, edit values in GGXRD-R2/Ky Kiske/Data.