GGXRD-R2/Ky Kiske/Frame Data

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 Ky Kiske

Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
RiscGainRate Amount of RISC characters gain when blocking is modified by this number. The higher the number, the more RISC gained when blocking an attack. 32 is average.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
riscp Risc Plus (gbp). How much the RISC Gauge increases on block.
riscm Risc Minus (gbm). How much the RISC Gauge decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
Roman How this attack can be Roman Cancelled.
Cancels
Y Yellow Roman Cancel
R Red Roman Cancel
P Purple Roman Cancel
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Tension How much tension is gained by using this attack. Normal attacks gain tension on hit/block. Special moves gain tension twice: once on when the move is used, and again when it hits the opponent. These two values are separated by a /.


Attack Level Values
Hitstun and Blockstun Values
Attack Level Hitstop ※1 Counter Hitstop ※1 Standing Hitstun Crouching Hitstun Air Untechable Time ※2 Ground Regular Block Ground Instant Block Ground FD ※3 Air Regular Block Air Instant Block Air FD ※3
Lv0 11 +0 10 +0 10 9 -2 +2 9 -6 +2
Lv1 12 +2 12 +1 12 11 -3 +2 11 -6 +3
Lv2 13 +4 14 +1 14 13 -3 +2 13 -6 +4
Lv3 14 +8 17 +1 16 16 -4 +2 16 -7 +4
Lv4 15 +12 19 +1 18 18 -4 +2 19 -8 +4

※1: The additional hitstop is only applied to the receiver.
※2: During an airborne Counter Hit, untechable time is doubled (with some exceptions).
※3: Abbreviation of Faultless Defense.

For more values, see GGXRD-R2/Frame Data


System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Ky Kiske x1.03 2 3F [100] Medium 16F (1~9F invuln) 32 23F 21F

Normal Moves

input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
5P 8 3 8 Mid 0 CSJ 144 5 4 5 +1
5K 12 3 8 Initial: 80% Low 0 SJ 144 5 8 7 -5
c.S 28 20 6 Mid 4 SJ 384 7 2 18 -1
f.S 28 10 7 Mid 2 S 264 10 6 19 -11
5H 42 20 6 Mid 4 S 384 10 6 12 +1
5D 25 20 20 Initial 80% High 4 384 28 13 11 -5
2P 6 3 8 Initial: 80% Mid 0 CS 144 5 4 4 +2
2K 14 3 8 Initial: 70% Low 0 S 144 5 4 6 ±0
2S 25 10 7 Low 2 S 264 9 2 15 -3
2H 28×2 14 6 Initial: 90% Mid 3 SJ 384 11 1,4 20 -7
2D 30 10 7 Low 2 SJ 264 7 12 12 -10
6P 30 10 7 Initial: 90% Mid 2 S 264 9 5 15 -6 1-6F Upper Body
7-13F Above Knees
6K 32 10 8 Mid 3 S 384 19 2 11 +4
6H 30×2 10 6 Mid 4 S 384 23 6,(8),2 6 +11
3H 35 14 6 Mid 3 S 384 15 4 25 -12
j.P 12 3 8 High/Air 0 CSJ 144 6 6 6
j.K 16 3 8 High/Air 0 S 144 7 4 12
j.S 28 10 7 High/Air 2 SJ 264 7 3 21
j.H 38 10 7 High/Air 2 S 264 13 4 23
j.D 40 10 7 All 2 264 38 13 Total 25+8 after landing

Universal Mechanics

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
Ground Throw Ground Throw 0,60 NA 6,0 Forced: 65% Ground Throw: 75250 0 0,480 1 +49
Air Throw Air Throw 0,60 NA 6,0 Forced: 65% Air Throw: 192500 0,4 0,480 1
DAA Dead Angle Attack 25 10 7 Initial: 50% All 2 -5000/264 12 3 24 -13 1-14F Full
15-32F Throw
Blitz Blitz Attack 50 Initial: 55% Mid 1 (15-48)+13 3 20 -2 1~Button release: Blitz
[Blitz] Blitz Attack Max Charge 50 Mid 4 50+13 3 20 +5 1~50: Blitz

Special Moves

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236S Stun Edge 30 2 7 Initial: 90% All 2 275/480 10 Until Corner Total 46 -10
236S Grinder Stun Edge (Fortified) 40 3 6 All 4 480 ~+9 3 +8
236H Charged Stun Edge 20×3 3 6 All 4 250/240 38 Until Corner Total 69 +14
236H Grinder Charged Stun Edge (Fortified) 20×6 3 6 All 4 120 ~+9 59 +18
j.236S Air S Stun Edge 33 2 6 Initial: 90% All 3 150/240 21 Until Ground 41+14 Landing +2
j.236S Grinder Air S Stun Edge (Fortified) 43 3 6 All 4 240 ~+9 3
j.236H Air H Stun Edge 33 2 6 Initial: 90% All 3 150/240 21 Until Ground 41+14 Landing
j.236H Grinder Air H Stun Edge (Fortified) 43 3 6 All 4 240 ~+9 3
236K Stun Dipper 12,32 14,10 2,5 Initial: 90%, -- Low, All 3,2 200/480,720 5 14(7)3 26 -15 1-4F Upper Body
5-18F Low Profile
214K Greed Sever 30 14 7 Initial: 70% High/Air 3 200/600 19 14 5+11 Landing -10 4F onwards Foot
623S S Vapor Thrust 48 10 7 Mid 2 250/480 9 3 32+9 Landing -30 1-8F Full
623H H Vapor Thrust 48 10 10 Initial: 80% Mid 2 250/480 11 4 35+9 Landing -34 1~10F Full
11~15F Strike
j.623S/H Air Vapor Thrust 48 10 7 All 2 250/480 9 3 9 After Landing 1-8F Strike
236D Split Ciel 40 10 7 Mid 3 200/600 15 3 15 -1 5-12F Lower Body

Overdrives

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
632146H Ride the Lightning 36×5
[45×5]
10 7 Mid 2 -5000 10+1 42 18 -22 1-15 Full
16-42 Projectile
j.632146H Air Ride the Lightning 36×5
[45×5]
10 7 All 2 -5000 8+1 42 Until Landing +6 After Landing 1-9 Full
10-42 Projectile
236236P Sacred Edge 27×5 3 6 All 2 -5000 4+3 Until Corner Total 36 +7 4-6F Strike
236236P Grinder Sacred Edge (Fortified) 100 20 15 All 4 ~+1 3 +6

Instant Kill

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236236H Rising Force DESTROY 14 6 All 3 9+12
[5+12]
4 30 -17 9-24F Full
[5-20F Full]

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD Ky 5P.pngGuardMidStartup5Recovery5Advantage+1 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGXRD Ky 2P.pngGuardMidStartup5Recovery4Advantage+2 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
6PGGXRD Ky 6P.pngGuardMidStartup9Recovery15Advantage-6 - 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
5KGGXRD Ky 5K.pngGuardLowStartup5Recovery7Advantage-5 6P 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2KGGXRD Ky 2K.pngGuardLowStartup5Recovery6Advantage±0 6P 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
6KGGXRD Ky 6K.pngGuardMidStartup19Recovery11Advantage+4 - - - - - Special, Super
c.SGGXRD Ky cS.pngGuardMidStartup7Recovery18Advantage-1 6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGXRD Ky fS.pngGuardMidStartup10Recovery19Advantage-11 - 6K 2S 3H 5D, 2D Special, Super
2SGGXRD-R2 Ky 2S.pngGuardLowStartup9Recovery15Advantage-3 - 6K - 5H, 2H, 6H 5D, 2D Special, Super
5HGGXRD Ky 5H.pngGuardMidStartup10Recovery12Advantage+1 - 6K - - 5D, 2D Special, Super
2HGGXRD Ky 2H.pngGuardMidStartup11Recovery20Advantage-7 - - - - 5D, 2D Jump, Special, Super
6HGGXRD-R2 Ky 6H.pngGuardMidStartup23Recovery6Advantage+11 - - - - - Special, Super
3HGGXRD Ky 3H.pngGuardMidStartup15Recovery25Advantage-12 - - - - - Special, Super
5DGGXRD Ky 5D.pngGuardHighStartup28Recovery11Advantage-5 - - - - - Homing Jump, Homing Dash
2DGGXRD Ky 2D.pngGuardLowStartup7Recovery12Advantage-10 - - - - - Jump, Special, Super
Air Gatlings
P K S H D Cancel
j.PGGXRD Ky jP.pngGuardHigh/AirStartup6Recovery6Advantage- j.P[+] j.K[+] j.S j.H j.D Jump, Special, Super
j.KGGXRD Ky jK.pngGuardHigh/AirStartup7Recovery12Advantage- j.P - j.S j.H j.D Special, Super
j.SGGXRD Ky jS.pngGuardHigh/AirStartup7Recovery21Advantage- j.P - - j.H j.D Jump, Special, Super
j.HGGXRD Ky jH.pngGuardHigh/AirStartup13Recovery23Advantage- - - - - j.D Special, Super
j.DGGXRD Ky jD.pngGuardAllStartup38RecoveryTotal 25+8 after landingAdvantage- - - - - - -
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

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