https://www.dustloop.com/wiki/api.php?action=feedcontributions&user=Johhny&feedformat=atomDustloop Wiki - User contributions [en]2024-03-29T15:11:36ZUser contributionsMediaWiki 1.39.6https://www.dustloop.com/wiki/index.php?title=BBCT/Ragna_the_Bloodedge/Data&diff=402802BBCT/Ragna the Bloodedge/Data2023-07-15T12:25:25Z<p>Johhny: /* Devoured by Darkness */</p>
<hr />
<div>==Links==<br />
<section begin=Links/>{{Overview/navigation}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCT-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =20F (1~5F Inv All)<br />
| comboRate =100%<br />
| heatGainRate=70%<br />
| guardLibraRate=100%<br />
| portrait =BBCT_Ragna_the_Bloodedge_Portrait.png<br />
| icon =BBCT_Ragna_the_Bloodedge_Icon.png<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=165 |pp=1000 |p1=80 |p2=80<br />
|level=0 |guardDrain=180 |cancel=CSJR |attribute=HB |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=-2<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=640 |pp=200 |p1=75 |p2=90<br />
|level=3 |guardDrain=800 |cancel=SR |attribute=HB |guard=All |invuln=<br />
|startup=8 |active=5 |recovery=19 |onBlock=-7<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png<br />
|notes=<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=710 |pp=200 |p1=100 |p2=89<br />
|level=3 |guardDrain=1000 |cancel=S(J)R |attribute=HB |guard=All |invuln=<br />
|startup=12 |active=2 |recovery=36 |onBlock=-21<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=150 |pp=1000 |p1=80 |p2=82<br />
|level=0 |guardDrain=180 |cancel=CSJR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=-2<br />
|blockstun=9 |blockstop= |hitstop= |CHstop=<br />
|groundHit=10 |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=480 |pp=1000 |p1=70 |p2=84<br />
|level=1 |guardDrain=300 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=16 |onBlock=-5<br />
|blockstun=12 |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=780 |pp=200 |p1=90 |p2=89<br />
|level=3 |guardDrain=1000 |cancel=SR |attribute=HB |guard=All |invuln=<br />
|startup=14 |active=1 |recovery=23 |onBlock=-7<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png<br />
|notes= Stagger on counter hit (51)<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=620 |pp=200 |p1=60 |p2=89<br />
|level=3 |guardDrain=1000 |cancel=SJR |attribute=HB |guard=Mid |invuln=5~16 H<br />
|startup=14 |active=6 |recovery=18 |onBlock=-7<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png<br />
|notes= 5~16 invincible from head attribute, launches on hit.<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=720 |pp=200 |p1=75 |p2=90<br />
|level=3 |guardDrain=1000 |cancel=SR |attribute=HB |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png<br />
|notes= Knocks down on air hit.<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=640, 760 |pp=200 |p1=80 |p2=89<br />
|level=3 |guardDrain=1000*2 |cancel=(S)R, (S)JR |attribute=F, HB |guard=Low, All |invuln=<br />
|startup=18 |active=5(11)2 |recovery=33 |onBlock=-18<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=Launch |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png<br />
|notes= 2nd hit launches, dash cancelable after frame 56 on hit or block.<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=720 |pp=2000 |p1=100 |p2=70<br />
|level=4 |guardDrain=1200 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=Launch |airHit=40 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png<br />
|notes= Knocks down on hit, unable to tech when hit on ground.<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=180 |pp=1000 |p1=80 |p2=82<br />
|level=0 |guardDrain=180 |cancel=rSJR |attribute=H |guard=High |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=10 |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=560 |pp=1000 |p1=90 |p2=84<br />
|level=1 |guardDrain=300 |cancel=SJR |attribute=HB |guard=High |invuln=<br />
|startup=10 |active=9 |recovery=12 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png<br />
|notes=<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=680 |pp=200 |p1=90 |p2=89<br />
|level=3 |guardDrain=1000 |cancel=SJR |attribute=HB |guard=High |invuln=<br />
|startup=12 |active=3 |recovery=24 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png<br />
|notes=<br />
}}<br />
<br />
== Drive Moves ==<br />
===5D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=680, 950 |pp=100, 14000 |p1=100 |p2=92, 75<br />
|level=4 |guardDrain=1200, 800 |cancel=SR |attribute=HB, HBF |guard=HLA |invuln=<br />
|startup=17 |active=5(12)1 |recovery=44 |onBlock=-26<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=30, 37 |airHit= |groundCH=62 |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_5D_1.png\BBCS_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere.<br />
|notes= 1st hit launches, 2nd hit floor bounce effect and drains HP. 34~62 dash cancelable on hit or block. Drains 30% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=750 |pp=1000 |p1=90 |p2=75<br />
|level=4 |guardDrain=2000 |cancel=R |attribute=F |guard=LA |invuln=<br />
|startup=18 |active=2 |recovery=32 |onBlock=-15<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=46 |airHit= |groundCH=35 |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_2D.png<br />
|notes= Knocks down on hit, drains HP, unable to tech when hit on the ground, floor bounce on counter hit. Drains 30% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=750 |pp=100 |p1=80 |p2=92<br />
|level=4 |guardDrain=1000 |cancel=SJR |attribute=HB |guard=HL |invuln=<br />
|startup=22 |active=3 |recovery=16+16L |onBlock=-16<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=19 |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_6D.png<br />
|notes= 1~24 low body invincible, 16~ airborne and drains HP, special move cancelable before landing. Drains 30% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=720 |pp=100 |p1=80 |p2=80<br />
|level=4 |guardDrain=1200 |cancel=SJR |attribute=H |guard=HA |invuln=<br />
|startup=13 |active=4 |recovery=20+3L |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=19 |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_jD.png<br />
|notes= Drains 30% of the attack damage on hit, 15% on block unless using Barrier. <br />
}}<br />
<br />
===5D (Blood Kain)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=5D BK |name=<br />
|damage=760, 1280 |pp=100, 14000 |p1=100 |p2=92, 80<br />
|level=4 |guardDrain=1200*2 |cancel=SR |attribute=HB, HBF |guard=HLA |invuln=<br />
|startup=17 |active=5(12)1 |recovery=44 |onBlock=-26<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=30, 60 |airHit= |groundCH=69 |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_5D_1.png\BBCS_Ragna_the_Bloodedge_5D_2.png<br />
|notes= 1st hit launches, 2nd hit floor bounce effect and drains HP, 31~59 dash cancelable on hit or block. Drains 80% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===2D (Blood Kain)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=2D BK |name=<br />
|damage=1250 |pp=1000 |p1=90 |p2=75<br />
|level=4 |guardDrain=3000 |cancel=R |attribute=F |guard=L |invuln=<br />
|startup=18 |active=2 |recovery=32 |onBlock=-15<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=46 |airHit= |groundCH=35 |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_2D.png<br />
|notes= Knocks down on hit, drains HP, unable to tech when hit on the ground, floor bounce on counter hit. Drains 30% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===6D (Blood Kain)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=6D BK |name=<br />
|damage=1250 |pp=100 |p1=80 |p2=92<br />
|level=4 |guardDrain=1000 |cancel=SJR |attribute=HB |guard=HL |invuln=<br />
|startup=22 |active=3 |recovery=13+15L |onBlock=-12<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=19 |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_6D.png<br />
|notes= 1~21 low body invincible, 16~ airborne and drains HP, special move cancelable before landing. Drains 80% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===j.D (Blood Kain)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=j.D BK |name=<br />
|damage=1400 |pp=100 |p1=80 |p2=80<br />
|level=4 |guardDrain=1200 |cancel=SJR |attribute=H |guard=HA |invuln=<br />
|startup=11 |active=4 |recovery=20 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=36 |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_jD.png<br />
|notes= Drains 80% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===Counter Assault===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=other<br />
|input=6A+B while blocking |name=Counter Assault<br />
|damage=0 |pp=3000 |p1=50 |p2=82<br />
|level=0 |guardDrain=180 |cancel=R |attribute=HB |guard=HLA |invuln=<br />
|startup=7 |active=5 |recovery=28 |onBlock=-23<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png<br />
|notes= Blasts away on hit.<br />
}}<br />
<br />
===Throw===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Throw<br />
|damage=0, 1200 |pp=3000,100 |p1=100 |p2=100, 70<br />
|level=4 |guardDrain= |cancel=-, SR |attribute=T |guard=T |invuln=<br />
|startup=7 |active=3 |recovery=19 |onBlock=80000<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_B+C.png<br />
|notes= Launches on hit.<br />
}}<br />
<br />
===Back Throw===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1100 |pp=3000, 3000 |p1=100 |p2=100, 70<br />
|level=0 |guardDrain= |cancel=-, SR |attribute=T |guard=T |invuln=<br />
|startup=7 |active=3 |recovery=19 |onBlock=80000<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_4B+C.png<br />
|notes= Launches on hit.<br />
}}<br />
<br />
===Air Throw===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1100 |pp=3000, 100 |p1=100 |p2=92<br />
|level=4 |guardDrain= |cancel=-, SR |attribute=T |guard=T |invuln=<br />
|startup=7 |active=3 |recovery=15 |onBlock=90000<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_jB+C.png<br />
|notes= Floor bounce on hit.<br />
}}<br />
<br />
==Special Moves==<br />
===22C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0,800 |pp=3000,100 |p1=100,100 |p2=100,92<br />
|level=0,4 |guardDrain=- |cancel=-,R |attribute=T |guard=- |invuln=-<br />
|startup=7 |active=3 |recovery=16 |onBlock=-<br />
|blockstun=- |blockstop=- |hitstop=- |CHstop=-<br />
|groundHit=- |airHit=- |groundCH=- |airCH=-<br />
|images=BBCF_Ragna_the_Bloodedge_22C.png<br />
|caption=Ragnet Finger<br />
|notes= Restands on hit\Staggers on hit for 41F\Only works on downed opponents, doesn't hit opponent from fall recovery\Throw property\Damage ignores combo scaling\CH state for entire move<br />
}}<br />
<br />
===Dash Cancel===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=~66 |name=Dash Cancel<br />
|damage= |pp= |p1= |p2=<br />
|level= |guardDrain= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=Total 22 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png<br />
|notes= <br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=730 |pp=100 |p1=100 |p2=70<br />
|level=4 |guardDrain=1000 |cancel=R |attribute=HB |guard=HLA |invuln=<br />
|startup=14 |active=13 |recovery=33 |onBlock=-4<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=40 |airHit= |groundCH=47 |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png<br />
|notes= 34F hit stun.<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Hell's Fang Follow-Up<br />
|damage=950 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1000 |cancel=R |attribute=HB |guard=HLA |invuln=<br />
|startup=23 |active=3 |recovery=40 |onBlock=-24<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=56 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png<br />
|notes= Blasts away on hit. Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===214A~214D (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D BK |name=Hell's Fang Follow-Up (BK)<br />
|damage=1150 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=2000 |cancel=R |attribute=HB |guard=HLA |invuln=<br />
|startup=23 |active=3 |recovery=40 |onBlock=-24<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=56 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png<br />
|notes= Wall bounce on hit. Drains 80% of the attack damage on hit, 20% on block unless using Barrier<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=420, 460 |pp=100 |p1=75 |p2=92<br />
|level=4 |guardDrain=400*2 |cancel=R |attribute=HBF |guard=HL |invuln=1-21 All<br />
|startup=7 |active=2(4)12 |recovery=18+19L |onBlock=-30<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png<br />
|notes= 1~21 Invincible, launches on hit, follow up cancelable at 13F on hit.<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Air C Inferno Divider<br />
|damage=420, 460 |pp=100 |p1=75 |p2=92<br />
|level=4 |guardDrain=400*2 |cancel=R |attribute=HB |guard=HLA |invuln=1-19 All<br />
|startup=5 |active=2(4)12 |recovery=Until Landing+19L |onBlock=minus a lot<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png<br />
|notes= 1~19 Invincible, launches on hit, follow up cancelable at 11F on hit.<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=440, 440 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=800*2 |cancel=R |attribute=HBF |guard=HL |invuln=6-17 All<br />
|startup=9 |active=2(4)12 |recovery=27+19L |onBlock=-39<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|notes= 6~17 Invincible, launches on hit, follow up cancelable at 15F on hit. Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===623D (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=623D BK |name=D Inferno Divider (BK)<br />
|damage=720, 720 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200*2 |cancel=R |attribute=HBF |guard=HL |invuln=6-17 All<br />
|startup=9 |active=2(4)12 |recovery=27+19L |onBlock=-39<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|notes= 6~17 Invincible, launches on hit, follow up cancelable at 15F on hit. Drains 80% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Air D Inferno Divider<br />
|damage=440, 440 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=800*2 |cancel=R |attribute=HB |guard=HL |invuln=5-15 All<br />
|startup=7 |active=2(4)12 |recovery=Until Landing+19L |onBlock=minus a lot<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=51 |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|notes= 5~15 Invincible, launches on hit, follow up cancelable 13~51 on hit, counter hit vulnerable until recovery ends. Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===j.623D (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=j.623D BK |name=Air D Inferno Divider (BK)<br />
|damage=720, 720 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200*2 |cancel=R |attribute=HB |guard=HL |invuln=5-15 All<br />
|startup=7 |active=2(4)12 |recovery=Until Landing+19L |onBlock=minus a lot<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=51 |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|notes= 5~15 Invincible, launches on hit, follow up cancelable 13~51 on hit, counter hit vulnerable until recovery ends. Drains 80% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===Uppercut===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=236C after Inferno Divider |name=Uppercut<br />
|damage=310 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HLA |invuln=<br />
|startup=14 |active=3 |recovery=Until Landing+22L |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=43 |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png<br />
|notes= Launches on hit, follow up cancelable until 43F on hit or block.<br />
}}<br />
<br />
===Straight Punch===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=236C after Uppercut |name=Straight Punch<br />
|damage=400 |pp=3000 |p1=100 |p2=65<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HLA |invuln=<br />
|startup=15 |active=3 |recovery=Until Landing+14L |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=60 |airHit= |groundCH=32 |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png<br />
|notes= Wall bounce on hit, hit stop 24.<br />
}}<br />
<br />
===Ax Kick===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214C after Uppercut |name=Ax Kick<br />
|damage=480 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HLA |invuln=<br />
|startup=19 |active=4 |recovery=Until Landing+12L |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=38 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png<br />
|notes= Slam down on hit.<br />
|caption=Yes, the input is 214C. No, it is not 214D. Yes, it will mess you up.<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=950 |pp=100 |p1=80 |p2=92<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HA |invuln=12-26 Foot<br />
|startup=20 |active=7 |recovery=14+14L |onBlock=-11<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png<br />
|notes= 12~26 Invincible from foot attribute, floor bounce on hit, follow up cancelable 30~40, hit crouching opponent at 24F.<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Air Gauntlet Hades<br />
|damage=750 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=HB |guard=HA |invuln=1-20 Foot<br />
|startup=12 |active=9 |recovery=Until Landing+15L |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png<br />
|notes= 1~20 Invincible from foot attribute, launches on hit, follow up cancelable 24~landing, Hit crouching opponent at 23F.<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=950 |pp=100 |p1=100 |p2=75<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HLA |invuln=<br />
|startup=9 |active=3 |recovery=Until Landing+20L |onBlock=-11<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png<br />
|notes= Launches on hit. Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===214B~214D (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D BK |name=Spin Kick (BK)<br />
|damage=1150 |pp=100 |p1=100 |p2=75<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HLA |invuln=<br />
|startup=9 |active=3 |recovery=Until Landing+20L |onBlock=-11<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png<br />
|notes= Launches on hit. Drains 80% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Dead Spike<br />
|damage=700 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=HBF |guard=HLA |invuln=<br />
|startup=32 |active=4 |recovery=23 |onBlock=+3<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_214D.png<br />
|notes= Standing hit staggers 25F, 23F recovery on block, hit stop 6, projectile. Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===214D (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214D BK |name=Dead Spike<br />
|damage=700 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=800*3 |cancel=R |attribute=HBF |guard=HLA |invuln=<br />
|startup=32 |active=4 |recovery=23 |onBlock=-1<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_214D.png<br />
|notes= Standing hit staggers 25F, 23F recovery on block, hit stop 0, projectile. Drains 80% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
==Distortion Drives==<br />
===Carnage Scissors===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1000, 2100 |pp=100 |p1=100 |p2=92, 60<br />
|level=4 |guardDrain=1000, 4000 |cancel=R |attribute=HB |guard=HLA |invuln=9-18 HBFT<br />
|startup=9+4~12 |active=2(48)3 |recovery=30 |onBlock=-28<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_632146D.png<br />
|notes=2nd hit wall bounce\You may cancel the 2nd part by holding D button. (Recovery 47, SD -30)\Start up may vary depends on distance\Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
|caption=The name was raw from day 1<br />
}}<br />
<br />
===Carnage Scissors (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=super<br />
|input=632146D BK |name=Carnage Scissors (BK)<br />
|damage=1000, 3800 |pp=100 |p1=100 |p2=92, 60<br />
|level=4 |guardDrain=1000, 6000 |cancel=R |attribute=HB |guard=HLA |invuln=9-18 All<br />
|startup=9+4~12 |active=2(48)3 |recovery=30 |onBlock=-28<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_632146D.png<br />
|notes=2nd hit wall bounce\You may cancel the 2nd part by holding D button. (Recovery 47, SD -30)\Start up may vary depends on distance\Drains 80% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===Blood Kain===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Blood Kain <br />
|damage= |pp= |p1= |p2=<br />
|level= |guardDrain= |cancel= |attribute= |guard= |invuln=1-19 All<br />
|startup=19+1 |active= |recovery=Total 20 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_214214D.png<br />
|notes=HP decrease 100 points per 20 frames.<br />
|caption=If Dragon Install is so good, why isn't there a-<br />
}}<br />
<br />
===Devoured by Darkness===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=super<br />
|input=214214D BK |name=Devoured by Darkness<br />
|damage=0, 6000 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain= |cancel=R |attribute=HB |guard= |invuln=1-19 All<br />
|startup=16+14 |active=3 |recovery=56 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_214214D_1.png\BBCP_Ragna_the_Bloodedge_214214D_2.png<br />
|notes=first hit staggers (50)\2nd hit launches, and drains 100% of damage in HP, not affected by hit count proration\total 70 hits\Blood Kain mode ends in the beginning of the screen freeze.<br />
|caption=&#32;\GIMMIE MY HEALTH BACK<br />
}}<br />
<br />
==Astral Heat==<br />
===Black Onslaught===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=Death |pp=0 |p1=100 |p2=94<br />
|level=5 |guardDrain=1500 |cancel=R |attribute=HB |guard= |invuln=1-19 All<br />
|startup=2+25 |active=2 |recovery=25 |onBlock=-6<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_2141236C_1.png\BBCS_Ragna_the_Bloodedge_2141236C_2.png<br />
|notes= Cannot be cancelled from normal attacks, but can be done with jump install.<br />
|caption=You read that frame advantage right\And just like that, the round is over<br />
}}<br />
<br />
==Navigation==<br />
{{#lst:BBCT/Navigation}}</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=BBCT/Ragna_the_Bloodedge/Data&diff=402801BBCT/Ragna the Bloodedge/Data2023-07-15T12:24:01Z<p>Johhny: /* Carnage Scissors (BK) */</p>
<hr />
<div>==Links==<br />
<section begin=Links/>{{Overview/navigation}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCT-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =20F (1~5F Inv All)<br />
| comboRate =100%<br />
| heatGainRate=70%<br />
| guardLibraRate=100%<br />
| portrait =BBCT_Ragna_the_Bloodedge_Portrait.png<br />
| icon =BBCT_Ragna_the_Bloodedge_Icon.png<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=165 |pp=1000 |p1=80 |p2=80<br />
|level=0 |guardDrain=180 |cancel=CSJR |attribute=HB |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=-2<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=640 |pp=200 |p1=75 |p2=90<br />
|level=3 |guardDrain=800 |cancel=SR |attribute=HB |guard=All |invuln=<br />
|startup=8 |active=5 |recovery=19 |onBlock=-7<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png<br />
|notes=<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=710 |pp=200 |p1=100 |p2=89<br />
|level=3 |guardDrain=1000 |cancel=S(J)R |attribute=HB |guard=All |invuln=<br />
|startup=12 |active=2 |recovery=36 |onBlock=-21<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=150 |pp=1000 |p1=80 |p2=82<br />
|level=0 |guardDrain=180 |cancel=CSJR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=-2<br />
|blockstun=9 |blockstop= |hitstop= |CHstop=<br />
|groundHit=10 |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=480 |pp=1000 |p1=70 |p2=84<br />
|level=1 |guardDrain=300 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=16 |onBlock=-5<br />
|blockstun=12 |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=780 |pp=200 |p1=90 |p2=89<br />
|level=3 |guardDrain=1000 |cancel=SR |attribute=HB |guard=All |invuln=<br />
|startup=14 |active=1 |recovery=23 |onBlock=-7<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png<br />
|notes= Stagger on counter hit (51)<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=620 |pp=200 |p1=60 |p2=89<br />
|level=3 |guardDrain=1000 |cancel=SJR |attribute=HB |guard=Mid |invuln=5~16 H<br />
|startup=14 |active=6 |recovery=18 |onBlock=-7<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png<br />
|notes= 5~16 invincible from head attribute, launches on hit.<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=720 |pp=200 |p1=75 |p2=90<br />
|level=3 |guardDrain=1000 |cancel=SR |attribute=HB |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png<br />
|notes= Knocks down on air hit.<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=640, 760 |pp=200 |p1=80 |p2=89<br />
|level=3 |guardDrain=1000*2 |cancel=(S)R, (S)JR |attribute=F, HB |guard=Low, All |invuln=<br />
|startup=18 |active=5(11)2 |recovery=33 |onBlock=-18<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=Launch |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png<br />
|notes= 2nd hit launches, dash cancelable after frame 56 on hit or block.<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=720 |pp=2000 |p1=100 |p2=70<br />
|level=4 |guardDrain=1200 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=Launch |airHit=40 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png<br />
|notes= Knocks down on hit, unable to tech when hit on ground.<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=180 |pp=1000 |p1=80 |p2=82<br />
|level=0 |guardDrain=180 |cancel=rSJR |attribute=H |guard=High |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=10 |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=560 |pp=1000 |p1=90 |p2=84<br />
|level=1 |guardDrain=300 |cancel=SJR |attribute=HB |guard=High |invuln=<br />
|startup=10 |active=9 |recovery=12 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png<br />
|notes=<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=680 |pp=200 |p1=90 |p2=89<br />
|level=3 |guardDrain=1000 |cancel=SJR |attribute=HB |guard=High |invuln=<br />
|startup=12 |active=3 |recovery=24 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png<br />
|notes=<br />
}}<br />
<br />
== Drive Moves ==<br />
===5D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=680, 950 |pp=100, 14000 |p1=100 |p2=92, 75<br />
|level=4 |guardDrain=1200, 800 |cancel=SR |attribute=HB, HBF |guard=HLA |invuln=<br />
|startup=17 |active=5(12)1 |recovery=44 |onBlock=-26<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=30, 37 |airHit= |groundCH=62 |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_5D_1.png\BBCS_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere.<br />
|notes= 1st hit launches, 2nd hit floor bounce effect and drains HP. 34~62 dash cancelable on hit or block. Drains 30% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=750 |pp=1000 |p1=90 |p2=75<br />
|level=4 |guardDrain=2000 |cancel=R |attribute=F |guard=LA |invuln=<br />
|startup=18 |active=2 |recovery=32 |onBlock=-15<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=46 |airHit= |groundCH=35 |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_2D.png<br />
|notes= Knocks down on hit, drains HP, unable to tech when hit on the ground, floor bounce on counter hit. Drains 30% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=750 |pp=100 |p1=80 |p2=92<br />
|level=4 |guardDrain=1000 |cancel=SJR |attribute=HB |guard=HL |invuln=<br />
|startup=22 |active=3 |recovery=16+16L |onBlock=-16<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=19 |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_6D.png<br />
|notes= 1~24 low body invincible, 16~ airborne and drains HP, special move cancelable before landing. Drains 30% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=720 |pp=100 |p1=80 |p2=80<br />
|level=4 |guardDrain=1200 |cancel=SJR |attribute=H |guard=HA |invuln=<br />
|startup=13 |active=4 |recovery=20+3L |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=19 |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_jD.png<br />
|notes= Drains 30% of the attack damage on hit, 15% on block unless using Barrier. <br />
}}<br />
<br />
===5D (Blood Kain)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=5D BK |name=<br />
|damage=760, 1280 |pp=100, 14000 |p1=100 |p2=92, 80<br />
|level=4 |guardDrain=1200*2 |cancel=SR |attribute=HB, HBF |guard=HLA |invuln=<br />
|startup=17 |active=5(12)1 |recovery=44 |onBlock=-26<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=30, 60 |airHit= |groundCH=69 |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_5D_1.png\BBCS_Ragna_the_Bloodedge_5D_2.png<br />
|notes= 1st hit launches, 2nd hit floor bounce effect and drains HP, 31~59 dash cancelable on hit or block. Drains 80% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===2D (Blood Kain)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=2D BK |name=<br />
|damage=1250 |pp=1000 |p1=90 |p2=75<br />
|level=4 |guardDrain=3000 |cancel=R |attribute=F |guard=L |invuln=<br />
|startup=18 |active=2 |recovery=32 |onBlock=-15<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=46 |airHit= |groundCH=35 |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_2D.png<br />
|notes= Knocks down on hit, drains HP, unable to tech when hit on the ground, floor bounce on counter hit. Drains 30% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===6D (Blood Kain)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=6D BK |name=<br />
|damage=1250 |pp=100 |p1=80 |p2=92<br />
|level=4 |guardDrain=1000 |cancel=SJR |attribute=HB |guard=HL |invuln=<br />
|startup=22 |active=3 |recovery=13+15L |onBlock=-12<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=19 |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_6D.png<br />
|notes= 1~21 low body invincible, 16~ airborne and drains HP, special move cancelable before landing. Drains 80% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===j.D (Blood Kain)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=j.D BK |name=<br />
|damage=1400 |pp=100 |p1=80 |p2=80<br />
|level=4 |guardDrain=1200 |cancel=SJR |attribute=H |guard=HA |invuln=<br />
|startup=11 |active=4 |recovery=20 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=36 |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_jD.png<br />
|notes= Drains 80% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===Counter Assault===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=other<br />
|input=6A+B while blocking |name=Counter Assault<br />
|damage=0 |pp=3000 |p1=50 |p2=82<br />
|level=0 |guardDrain=180 |cancel=R |attribute=HB |guard=HLA |invuln=<br />
|startup=7 |active=5 |recovery=28 |onBlock=-23<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png<br />
|notes= Blasts away on hit.<br />
}}<br />
<br />
===Throw===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Throw<br />
|damage=0, 1200 |pp=3000,100 |p1=100 |p2=100, 70<br />
|level=4 |guardDrain= |cancel=-, SR |attribute=T |guard=T |invuln=<br />
|startup=7 |active=3 |recovery=19 |onBlock=80000<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_B+C.png<br />
|notes= Launches on hit.<br />
}}<br />
<br />
===Back Throw===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1100 |pp=3000, 3000 |p1=100 |p2=100, 70<br />
|level=0 |guardDrain= |cancel=-, SR |attribute=T |guard=T |invuln=<br />
|startup=7 |active=3 |recovery=19 |onBlock=80000<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_4B+C.png<br />
|notes= Launches on hit.<br />
}}<br />
<br />
===Air Throw===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1100 |pp=3000, 100 |p1=100 |p2=92<br />
|level=4 |guardDrain= |cancel=-, SR |attribute=T |guard=T |invuln=<br />
|startup=7 |active=3 |recovery=15 |onBlock=90000<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_jB+C.png<br />
|notes= Floor bounce on hit.<br />
}}<br />
<br />
==Special Moves==<br />
===22C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0,800 |pp=3000,100 |p1=100,100 |p2=100,92<br />
|level=0,4 |guardDrain=- |cancel=-,R |attribute=T |guard=- |invuln=-<br />
|startup=7 |active=3 |recovery=16 |onBlock=-<br />
|blockstun=- |blockstop=- |hitstop=- |CHstop=-<br />
|groundHit=- |airHit=- |groundCH=- |airCH=-<br />
|images=BBCF_Ragna_the_Bloodedge_22C.png<br />
|caption=Ragnet Finger<br />
|notes= Restands on hit\Staggers on hit for 41F\Only works on downed opponents, doesn't hit opponent from fall recovery\Throw property\Damage ignores combo scaling\CH state for entire move<br />
}}<br />
<br />
===Dash Cancel===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=~66 |name=Dash Cancel<br />
|damage= |pp= |p1= |p2=<br />
|level= |guardDrain= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=Total 22 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png<br />
|notes= <br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=730 |pp=100 |p1=100 |p2=70<br />
|level=4 |guardDrain=1000 |cancel=R |attribute=HB |guard=HLA |invuln=<br />
|startup=14 |active=13 |recovery=33 |onBlock=-4<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=40 |airHit= |groundCH=47 |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png<br />
|notes= 34F hit stun.<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Hell's Fang Follow-Up<br />
|damage=950 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1000 |cancel=R |attribute=HB |guard=HLA |invuln=<br />
|startup=23 |active=3 |recovery=40 |onBlock=-24<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=56 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png<br />
|notes= Blasts away on hit. Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===214A~214D (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D BK |name=Hell's Fang Follow-Up (BK)<br />
|damage=1150 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=2000 |cancel=R |attribute=HB |guard=HLA |invuln=<br />
|startup=23 |active=3 |recovery=40 |onBlock=-24<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=56 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png<br />
|notes= Wall bounce on hit. Drains 80% of the attack damage on hit, 20% on block unless using Barrier<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=420, 460 |pp=100 |p1=75 |p2=92<br />
|level=4 |guardDrain=400*2 |cancel=R |attribute=HBF |guard=HL |invuln=1-21 All<br />
|startup=7 |active=2(4)12 |recovery=18+19L |onBlock=-30<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png<br />
|notes= 1~21 Invincible, launches on hit, follow up cancelable at 13F on hit.<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Air C Inferno Divider<br />
|damage=420, 460 |pp=100 |p1=75 |p2=92<br />
|level=4 |guardDrain=400*2 |cancel=R |attribute=HB |guard=HLA |invuln=1-19 All<br />
|startup=5 |active=2(4)12 |recovery=Until Landing+19L |onBlock=minus a lot<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png<br />
|notes= 1~19 Invincible, launches on hit, follow up cancelable at 11F on hit.<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=440, 440 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=800*2 |cancel=R |attribute=HBF |guard=HL |invuln=6-17 All<br />
|startup=9 |active=2(4)12 |recovery=27+19L |onBlock=-39<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|notes= 6~17 Invincible, launches on hit, follow up cancelable at 15F on hit. Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===623D (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=623D BK |name=D Inferno Divider (BK)<br />
|damage=720, 720 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200*2 |cancel=R |attribute=HBF |guard=HL |invuln=6-17 All<br />
|startup=9 |active=2(4)12 |recovery=27+19L |onBlock=-39<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|notes= 6~17 Invincible, launches on hit, follow up cancelable at 15F on hit. Drains 80% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Air D Inferno Divider<br />
|damage=440, 440 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=800*2 |cancel=R |attribute=HB |guard=HL |invuln=5-15 All<br />
|startup=7 |active=2(4)12 |recovery=Until Landing+19L |onBlock=minus a lot<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=51 |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|notes= 5~15 Invincible, launches on hit, follow up cancelable 13~51 on hit, counter hit vulnerable until recovery ends. Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===j.623D (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=j.623D BK |name=Air D Inferno Divider (BK)<br />
|damage=720, 720 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200*2 |cancel=R |attribute=HB |guard=HL |invuln=5-15 All<br />
|startup=7 |active=2(4)12 |recovery=Until Landing+19L |onBlock=minus a lot<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=51 |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|notes= 5~15 Invincible, launches on hit, follow up cancelable 13~51 on hit, counter hit vulnerable until recovery ends. Drains 80% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===Uppercut===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=236C after Inferno Divider |name=Uppercut<br />
|damage=310 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HLA |invuln=<br />
|startup=14 |active=3 |recovery=Until Landing+22L |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=43 |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png<br />
|notes= Launches on hit, follow up cancelable until 43F on hit or block.<br />
}}<br />
<br />
===Straight Punch===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=236C after Uppercut |name=Straight Punch<br />
|damage=400 |pp=3000 |p1=100 |p2=65<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HLA |invuln=<br />
|startup=15 |active=3 |recovery=Until Landing+14L |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=60 |airHit= |groundCH=32 |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png<br />
|notes= Wall bounce on hit, hit stop 24.<br />
}}<br />
<br />
===Ax Kick===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214C after Uppercut |name=Ax Kick<br />
|damage=480 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HLA |invuln=<br />
|startup=19 |active=4 |recovery=Until Landing+12L |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=38 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png<br />
|notes= Slam down on hit.<br />
|caption=Yes, the input is 214C. No, it is not 214D. Yes, it will mess you up.<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=950 |pp=100 |p1=80 |p2=92<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HA |invuln=12-26 Foot<br />
|startup=20 |active=7 |recovery=14+14L |onBlock=-11<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png<br />
|notes= 12~26 Invincible from foot attribute, floor bounce on hit, follow up cancelable 30~40, hit crouching opponent at 24F.<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Air Gauntlet Hades<br />
|damage=750 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=HB |guard=HA |invuln=1-20 Foot<br />
|startup=12 |active=9 |recovery=Until Landing+15L |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png<br />
|notes= 1~20 Invincible from foot attribute, launches on hit, follow up cancelable 24~landing, Hit crouching opponent at 23F.<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=950 |pp=100 |p1=100 |p2=75<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HLA |invuln=<br />
|startup=9 |active=3 |recovery=Until Landing+20L |onBlock=-11<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png<br />
|notes= Launches on hit. Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===214B~214D (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D BK |name=Spin Kick (BK)<br />
|damage=1150 |pp=100 |p1=100 |p2=75<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HLA |invuln=<br />
|startup=9 |active=3 |recovery=Until Landing+20L |onBlock=-11<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png<br />
|notes= Launches on hit. Drains 80% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Dead Spike<br />
|damage=700 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=HBF |guard=HLA |invuln=<br />
|startup=32 |active=4 |recovery=23 |onBlock=+3<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_214D.png<br />
|notes= Standing hit staggers 25F, 23F recovery on block, hit stop 6, projectile. Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===214D (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214D BK |name=Dead Spike<br />
|damage=700 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=800*3 |cancel=R |attribute=HBF |guard=HLA |invuln=<br />
|startup=32 |active=4 |recovery=23 |onBlock=-1<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_214D.png<br />
|notes= Standing hit staggers 25F, 23F recovery on block, hit stop 0, projectile. Drains 80% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
==Distortion Drives==<br />
===Carnage Scissors===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1000, 2100 |pp=100 |p1=100 |p2=92, 60<br />
|level=4 |guardDrain=1000, 4000 |cancel=R |attribute=HB |guard=HLA |invuln=9-18 HBFT<br />
|startup=9+4~12 |active=2(48)3 |recovery=30 |onBlock=-28<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_632146D.png<br />
|notes=2nd hit wall bounce\You may cancel the 2nd part by holding D button. (Recovery 47, SD -30)\Start up may vary depends on distance\Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
|caption=The name was raw from day 1<br />
}}<br />
<br />
===Carnage Scissors (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=super<br />
|input=632146D BK |name=Carnage Scissors (BK)<br />
|damage=1000, 3800 |pp=100 |p1=100 |p2=92, 60<br />
|level=4 |guardDrain=1000, 6000 |cancel=R |attribute=HB |guard=HLA |invuln=9-18 All<br />
|startup=9+4~12 |active=2(48)3 |recovery=30 |onBlock=-28<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_632146D.png<br />
|notes=2nd hit wall bounce\You may cancel the 2nd part by holding D button. (Recovery 47, SD -30)\Start up may vary depends on distance\Drains 80% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===Blood Kain===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Blood Kain <br />
|damage= |pp= |p1= |p2=<br />
|level= |guardDrain= |cancel= |attribute= |guard= |invuln=1-19 All<br />
|startup=19+1 |active= |recovery=Total 20 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_214214D.png<br />
|notes=HP decrease 100 points per 20 frames.<br />
|caption=If Dragon Install is so good, why isn't there a-<br />
}}<br />
<br />
===Devoured by Darkness===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=super<br />
|input=214214D BK |name=Devoured by Darkness<br />
|damage=0, 6000 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain= |cancel=R |attribute=HB |guard= |invuln=1-19 All<br />
|startup=16+14 |active=3 |recovery=56 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_214214D_1.png\BBCP_Ragna_the_Bloodedge_214214D_2.png<br />
|notes=first hit staggers (50)\2nd hit launches, and drains HP, not affected by hit count proration\total 70 hits\Blood Kain mode ends in the beginning of the screen freeze.<br />
|caption=&#32;\GIMMIE MY HEALTH BACK<br />
}}<br />
<br />
==Astral Heat==<br />
===Black Onslaught===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=Death |pp=0 |p1=100 |p2=94<br />
|level=5 |guardDrain=1500 |cancel=R |attribute=HB |guard= |invuln=1-19 All<br />
|startup=2+25 |active=2 |recovery=25 |onBlock=-6<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_2141236C_1.png\BBCS_Ragna_the_Bloodedge_2141236C_2.png<br />
|notes= Cannot be cancelled from normal attacks, but can be done with jump install.<br />
|caption=You read that frame advantage right\And just like that, the round is over<br />
}}<br />
<br />
==Navigation==<br />
{{#lst:BBCT/Navigation}}</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=BBCT/Ragna_the_Bloodedge/Data&diff=402800BBCT/Ragna the Bloodedge/Data2023-07-15T12:23:29Z<p>Johhny: /* Carnage Scissors */</p>
<hr />
<div>==Links==<br />
<section begin=Links/>{{Overview/navigation}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCT-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =20F (1~5F Inv All)<br />
| comboRate =100%<br />
| heatGainRate=70%<br />
| guardLibraRate=100%<br />
| portrait =BBCT_Ragna_the_Bloodedge_Portrait.png<br />
| icon =BBCT_Ragna_the_Bloodedge_Icon.png<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=165 |pp=1000 |p1=80 |p2=80<br />
|level=0 |guardDrain=180 |cancel=CSJR |attribute=HB |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=-2<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=640 |pp=200 |p1=75 |p2=90<br />
|level=3 |guardDrain=800 |cancel=SR |attribute=HB |guard=All |invuln=<br />
|startup=8 |active=5 |recovery=19 |onBlock=-7<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png<br />
|notes=<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=710 |pp=200 |p1=100 |p2=89<br />
|level=3 |guardDrain=1000 |cancel=S(J)R |attribute=HB |guard=All |invuln=<br />
|startup=12 |active=2 |recovery=36 |onBlock=-21<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=150 |pp=1000 |p1=80 |p2=82<br />
|level=0 |guardDrain=180 |cancel=CSJR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=-2<br />
|blockstun=9 |blockstop= |hitstop= |CHstop=<br />
|groundHit=10 |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=480 |pp=1000 |p1=70 |p2=84<br />
|level=1 |guardDrain=300 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=16 |onBlock=-5<br />
|blockstun=12 |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=780 |pp=200 |p1=90 |p2=89<br />
|level=3 |guardDrain=1000 |cancel=SR |attribute=HB |guard=All |invuln=<br />
|startup=14 |active=1 |recovery=23 |onBlock=-7<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png<br />
|notes= Stagger on counter hit (51)<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=620 |pp=200 |p1=60 |p2=89<br />
|level=3 |guardDrain=1000 |cancel=SJR |attribute=HB |guard=Mid |invuln=5~16 H<br />
|startup=14 |active=6 |recovery=18 |onBlock=-7<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png<br />
|notes= 5~16 invincible from head attribute, launches on hit.<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=720 |pp=200 |p1=75 |p2=90<br />
|level=3 |guardDrain=1000 |cancel=SR |attribute=HB |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png<br />
|notes= Knocks down on air hit.<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=640, 760 |pp=200 |p1=80 |p2=89<br />
|level=3 |guardDrain=1000*2 |cancel=(S)R, (S)JR |attribute=F, HB |guard=Low, All |invuln=<br />
|startup=18 |active=5(11)2 |recovery=33 |onBlock=-18<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=Launch |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png<br />
|notes= 2nd hit launches, dash cancelable after frame 56 on hit or block.<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=720 |pp=2000 |p1=100 |p2=70<br />
|level=4 |guardDrain=1200 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=Launch |airHit=40 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png<br />
|notes= Knocks down on hit, unable to tech when hit on ground.<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=180 |pp=1000 |p1=80 |p2=82<br />
|level=0 |guardDrain=180 |cancel=rSJR |attribute=H |guard=High |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=10 |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=560 |pp=1000 |p1=90 |p2=84<br />
|level=1 |guardDrain=300 |cancel=SJR |attribute=HB |guard=High |invuln=<br />
|startup=10 |active=9 |recovery=12 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png<br />
|notes=<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=680 |pp=200 |p1=90 |p2=89<br />
|level=3 |guardDrain=1000 |cancel=SJR |attribute=HB |guard=High |invuln=<br />
|startup=12 |active=3 |recovery=24 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png<br />
|notes=<br />
}}<br />
<br />
== Drive Moves ==<br />
===5D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=680, 950 |pp=100, 14000 |p1=100 |p2=92, 75<br />
|level=4 |guardDrain=1200, 800 |cancel=SR |attribute=HB, HBF |guard=HLA |invuln=<br />
|startup=17 |active=5(12)1 |recovery=44 |onBlock=-26<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=30, 37 |airHit= |groundCH=62 |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_5D_1.png\BBCS_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere.<br />
|notes= 1st hit launches, 2nd hit floor bounce effect and drains HP. 34~62 dash cancelable on hit or block. Drains 30% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=750 |pp=1000 |p1=90 |p2=75<br />
|level=4 |guardDrain=2000 |cancel=R |attribute=F |guard=LA |invuln=<br />
|startup=18 |active=2 |recovery=32 |onBlock=-15<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=46 |airHit= |groundCH=35 |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_2D.png<br />
|notes= Knocks down on hit, drains HP, unable to tech when hit on the ground, floor bounce on counter hit. Drains 30% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=750 |pp=100 |p1=80 |p2=92<br />
|level=4 |guardDrain=1000 |cancel=SJR |attribute=HB |guard=HL |invuln=<br />
|startup=22 |active=3 |recovery=16+16L |onBlock=-16<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=19 |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_6D.png<br />
|notes= 1~24 low body invincible, 16~ airborne and drains HP, special move cancelable before landing. Drains 30% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=720 |pp=100 |p1=80 |p2=80<br />
|level=4 |guardDrain=1200 |cancel=SJR |attribute=H |guard=HA |invuln=<br />
|startup=13 |active=4 |recovery=20+3L |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=19 |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_jD.png<br />
|notes= Drains 30% of the attack damage on hit, 15% on block unless using Barrier. <br />
}}<br />
<br />
===5D (Blood Kain)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=5D BK |name=<br />
|damage=760, 1280 |pp=100, 14000 |p1=100 |p2=92, 80<br />
|level=4 |guardDrain=1200*2 |cancel=SR |attribute=HB, HBF |guard=HLA |invuln=<br />
|startup=17 |active=5(12)1 |recovery=44 |onBlock=-26<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=30, 60 |airHit= |groundCH=69 |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_5D_1.png\BBCS_Ragna_the_Bloodedge_5D_2.png<br />
|notes= 1st hit launches, 2nd hit floor bounce effect and drains HP, 31~59 dash cancelable on hit or block. Drains 80% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===2D (Blood Kain)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=2D BK |name=<br />
|damage=1250 |pp=1000 |p1=90 |p2=75<br />
|level=4 |guardDrain=3000 |cancel=R |attribute=F |guard=L |invuln=<br />
|startup=18 |active=2 |recovery=32 |onBlock=-15<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=46 |airHit= |groundCH=35 |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_2D.png<br />
|notes= Knocks down on hit, drains HP, unable to tech when hit on the ground, floor bounce on counter hit. Drains 30% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===6D (Blood Kain)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=6D BK |name=<br />
|damage=1250 |pp=100 |p1=80 |p2=92<br />
|level=4 |guardDrain=1000 |cancel=SJR |attribute=HB |guard=HL |invuln=<br />
|startup=22 |active=3 |recovery=13+15L |onBlock=-12<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=19 |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_6D.png<br />
|notes= 1~21 low body invincible, 16~ airborne and drains HP, special move cancelable before landing. Drains 80% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===j.D (Blood Kain)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=j.D BK |name=<br />
|damage=1400 |pp=100 |p1=80 |p2=80<br />
|level=4 |guardDrain=1200 |cancel=SJR |attribute=H |guard=HA |invuln=<br />
|startup=11 |active=4 |recovery=20 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=36 |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_jD.png<br />
|notes= Drains 80% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===Counter Assault===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=other<br />
|input=6A+B while blocking |name=Counter Assault<br />
|damage=0 |pp=3000 |p1=50 |p2=82<br />
|level=0 |guardDrain=180 |cancel=R |attribute=HB |guard=HLA |invuln=<br />
|startup=7 |active=5 |recovery=28 |onBlock=-23<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png<br />
|notes= Blasts away on hit.<br />
}}<br />
<br />
===Throw===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Throw<br />
|damage=0, 1200 |pp=3000,100 |p1=100 |p2=100, 70<br />
|level=4 |guardDrain= |cancel=-, SR |attribute=T |guard=T |invuln=<br />
|startup=7 |active=3 |recovery=19 |onBlock=80000<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_B+C.png<br />
|notes= Launches on hit.<br />
}}<br />
<br />
===Back Throw===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1100 |pp=3000, 3000 |p1=100 |p2=100, 70<br />
|level=0 |guardDrain= |cancel=-, SR |attribute=T |guard=T |invuln=<br />
|startup=7 |active=3 |recovery=19 |onBlock=80000<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_4B+C.png<br />
|notes= Launches on hit.<br />
}}<br />
<br />
===Air Throw===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1100 |pp=3000, 100 |p1=100 |p2=92<br />
|level=4 |guardDrain= |cancel=-, SR |attribute=T |guard=T |invuln=<br />
|startup=7 |active=3 |recovery=15 |onBlock=90000<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_jB+C.png<br />
|notes= Floor bounce on hit.<br />
}}<br />
<br />
==Special Moves==<br />
===22C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0,800 |pp=3000,100 |p1=100,100 |p2=100,92<br />
|level=0,4 |guardDrain=- |cancel=-,R |attribute=T |guard=- |invuln=-<br />
|startup=7 |active=3 |recovery=16 |onBlock=-<br />
|blockstun=- |blockstop=- |hitstop=- |CHstop=-<br />
|groundHit=- |airHit=- |groundCH=- |airCH=-<br />
|images=BBCF_Ragna_the_Bloodedge_22C.png<br />
|caption=Ragnet Finger<br />
|notes= Restands on hit\Staggers on hit for 41F\Only works on downed opponents, doesn't hit opponent from fall recovery\Throw property\Damage ignores combo scaling\CH state for entire move<br />
}}<br />
<br />
===Dash Cancel===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=~66 |name=Dash Cancel<br />
|damage= |pp= |p1= |p2=<br />
|level= |guardDrain= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=Total 22 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png<br />
|notes= <br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=730 |pp=100 |p1=100 |p2=70<br />
|level=4 |guardDrain=1000 |cancel=R |attribute=HB |guard=HLA |invuln=<br />
|startup=14 |active=13 |recovery=33 |onBlock=-4<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=40 |airHit= |groundCH=47 |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png<br />
|notes= 34F hit stun.<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Hell's Fang Follow-Up<br />
|damage=950 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1000 |cancel=R |attribute=HB |guard=HLA |invuln=<br />
|startup=23 |active=3 |recovery=40 |onBlock=-24<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=56 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png<br />
|notes= Blasts away on hit. Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===214A~214D (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D BK |name=Hell's Fang Follow-Up (BK)<br />
|damage=1150 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=2000 |cancel=R |attribute=HB |guard=HLA |invuln=<br />
|startup=23 |active=3 |recovery=40 |onBlock=-24<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=56 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png<br />
|notes= Wall bounce on hit. Drains 80% of the attack damage on hit, 20% on block unless using Barrier<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=420, 460 |pp=100 |p1=75 |p2=92<br />
|level=4 |guardDrain=400*2 |cancel=R |attribute=HBF |guard=HL |invuln=1-21 All<br />
|startup=7 |active=2(4)12 |recovery=18+19L |onBlock=-30<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png<br />
|notes= 1~21 Invincible, launches on hit, follow up cancelable at 13F on hit.<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Air C Inferno Divider<br />
|damage=420, 460 |pp=100 |p1=75 |p2=92<br />
|level=4 |guardDrain=400*2 |cancel=R |attribute=HB |guard=HLA |invuln=1-19 All<br />
|startup=5 |active=2(4)12 |recovery=Until Landing+19L |onBlock=minus a lot<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png<br />
|notes= 1~19 Invincible, launches on hit, follow up cancelable at 11F on hit.<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=440, 440 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=800*2 |cancel=R |attribute=HBF |guard=HL |invuln=6-17 All<br />
|startup=9 |active=2(4)12 |recovery=27+19L |onBlock=-39<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|notes= 6~17 Invincible, launches on hit, follow up cancelable at 15F on hit. Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===623D (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=623D BK |name=D Inferno Divider (BK)<br />
|damage=720, 720 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200*2 |cancel=R |attribute=HBF |guard=HL |invuln=6-17 All<br />
|startup=9 |active=2(4)12 |recovery=27+19L |onBlock=-39<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|notes= 6~17 Invincible, launches on hit, follow up cancelable at 15F on hit. Drains 80% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Air D Inferno Divider<br />
|damage=440, 440 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=800*2 |cancel=R |attribute=HB |guard=HL |invuln=5-15 All<br />
|startup=7 |active=2(4)12 |recovery=Until Landing+19L |onBlock=minus a lot<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=51 |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|notes= 5~15 Invincible, launches on hit, follow up cancelable 13~51 on hit, counter hit vulnerable until recovery ends. Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===j.623D (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=j.623D BK |name=Air D Inferno Divider (BK)<br />
|damage=720, 720 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200*2 |cancel=R |attribute=HB |guard=HL |invuln=5-15 All<br />
|startup=7 |active=2(4)12 |recovery=Until Landing+19L |onBlock=minus a lot<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=51 |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|notes= 5~15 Invincible, launches on hit, follow up cancelable 13~51 on hit, counter hit vulnerable until recovery ends. Drains 80% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===Uppercut===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=236C after Inferno Divider |name=Uppercut<br />
|damage=310 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HLA |invuln=<br />
|startup=14 |active=3 |recovery=Until Landing+22L |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=43 |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png<br />
|notes= Launches on hit, follow up cancelable until 43F on hit or block.<br />
}}<br />
<br />
===Straight Punch===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=236C after Uppercut |name=Straight Punch<br />
|damage=400 |pp=3000 |p1=100 |p2=65<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HLA |invuln=<br />
|startup=15 |active=3 |recovery=Until Landing+14L |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=60 |airHit= |groundCH=32 |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png<br />
|notes= Wall bounce on hit, hit stop 24.<br />
}}<br />
<br />
===Ax Kick===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214C after Uppercut |name=Ax Kick<br />
|damage=480 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HLA |invuln=<br />
|startup=19 |active=4 |recovery=Until Landing+12L |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=38 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png<br />
|notes= Slam down on hit.<br />
|caption=Yes, the input is 214C. No, it is not 214D. Yes, it will mess you up.<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=950 |pp=100 |p1=80 |p2=92<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HA |invuln=12-26 Foot<br />
|startup=20 |active=7 |recovery=14+14L |onBlock=-11<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png<br />
|notes= 12~26 Invincible from foot attribute, floor bounce on hit, follow up cancelable 30~40, hit crouching opponent at 24F.<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Air Gauntlet Hades<br />
|damage=750 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=HB |guard=HA |invuln=1-20 Foot<br />
|startup=12 |active=9 |recovery=Until Landing+15L |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png<br />
|notes= 1~20 Invincible from foot attribute, launches on hit, follow up cancelable 24~landing, Hit crouching opponent at 23F.<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=950 |pp=100 |p1=100 |p2=75<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HLA |invuln=<br />
|startup=9 |active=3 |recovery=Until Landing+20L |onBlock=-11<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png<br />
|notes= Launches on hit. Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===214B~214D (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D BK |name=Spin Kick (BK)<br />
|damage=1150 |pp=100 |p1=100 |p2=75<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HLA |invuln=<br />
|startup=9 |active=3 |recovery=Until Landing+20L |onBlock=-11<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png<br />
|notes= Launches on hit. Drains 80% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Dead Spike<br />
|damage=700 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=HBF |guard=HLA |invuln=<br />
|startup=32 |active=4 |recovery=23 |onBlock=+3<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_214D.png<br />
|notes= Standing hit staggers 25F, 23F recovery on block, hit stop 6, projectile. Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===214D (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214D BK |name=Dead Spike<br />
|damage=700 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=800*3 |cancel=R |attribute=HBF |guard=HLA |invuln=<br />
|startup=32 |active=4 |recovery=23 |onBlock=-1<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_214D.png<br />
|notes= Standing hit staggers 25F, 23F recovery on block, hit stop 0, projectile. Drains 80% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
==Distortion Drives==<br />
===Carnage Scissors===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1000, 2100 |pp=100 |p1=100 |p2=92, 60<br />
|level=4 |guardDrain=1000, 4000 |cancel=R |attribute=HB |guard=HLA |invuln=9-18 HBFT<br />
|startup=9+4~12 |active=2(48)3 |recovery=30 |onBlock=-28<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_632146D.png<br />
|notes=2nd hit wall bounce\You may cancel the 2nd part by holding D button. (Recovery 47, SD -30)\Start up may vary depends on distance\Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
|caption=The name was raw from day 1<br />
}}<br />
<br />
===Carnage Scissors (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=super<br />
|input=632146D BK |name=Carnage Scissors (BK)<br />
|damage=1000, 3800 |pp=100 |p1=100 |p2=92, 60<br />
|level=4 |guardDrain=1000, 6000 |cancel=R |attribute=HB |guard=HLA |invuln=9-18 All<br />
|startup=9+4~12 |active=2(48)3 |recovery=30 |onBlock=-28<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_632146D.png<br />
|notes=2nd hit wall bounce\You may cancel the 2nd part by holding C button. (Recovery 47, SD -30)\Start up may vary depends on distance\Drains 80% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
===Blood Kain===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Blood Kain <br />
|damage= |pp= |p1= |p2=<br />
|level= |guardDrain= |cancel= |attribute= |guard= |invuln=1-19 All<br />
|startup=19+1 |active= |recovery=Total 20 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_214214D.png<br />
|notes=HP decrease 100 points per 20 frames.<br />
|caption=If Dragon Install is so good, why isn't there a-<br />
}}<br />
<br />
===Devoured by Darkness===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=super<br />
|input=214214D BK |name=Devoured by Darkness<br />
|damage=0, 6000 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain= |cancel=R |attribute=HB |guard= |invuln=1-19 All<br />
|startup=16+14 |active=3 |recovery=56 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_214214D_1.png\BBCP_Ragna_the_Bloodedge_214214D_2.png<br />
|notes=first hit staggers (50)\2nd hit launches, and drains HP, not affected by hit count proration\total 70 hits\Blood Kain mode ends in the beginning of the screen freeze.<br />
|caption=&#32;\GIMMIE MY HEALTH BACK<br />
}}<br />
<br />
==Astral Heat==<br />
===Black Onslaught===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=Death |pp=0 |p1=100 |p2=94<br />
|level=5 |guardDrain=1500 |cancel=R |attribute=HB |guard= |invuln=1-19 All<br />
|startup=2+25 |active=2 |recovery=25 |onBlock=-6<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_2141236C_1.png\BBCS_Ragna_the_Bloodedge_2141236C_2.png<br />
|notes= Cannot be cancelled from normal attacks, but can be done with jump install.<br />
|caption=You read that frame advantage right\And just like that, the round is over<br />
}}<br />
<br />
==Navigation==<br />
{{#lst:BBCT/Navigation}}</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=BBCT/Ragna_the_Bloodedge/Data&diff=402799BBCT/Ragna the Bloodedge/Data2023-07-15T12:21:38Z<p>Johhny: /* 214D (BK) */</p>
<hr />
<div>==Links==<br />
<section begin=Links/>{{Overview/navigation}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCT-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =20F (1~5F Inv All)<br />
| comboRate =100%<br />
| heatGainRate=70%<br />
| guardLibraRate=100%<br />
| portrait =BBCT_Ragna_the_Bloodedge_Portrait.png<br />
| icon =BBCT_Ragna_the_Bloodedge_Icon.png<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=165 |pp=1000 |p1=80 |p2=80<br />
|level=0 |guardDrain=180 |cancel=CSJR |attribute=HB |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=-2<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=640 |pp=200 |p1=75 |p2=90<br />
|level=3 |guardDrain=800 |cancel=SR |attribute=HB |guard=All |invuln=<br />
|startup=8 |active=5 |recovery=19 |onBlock=-7<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png<br />
|notes=<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=710 |pp=200 |p1=100 |p2=89<br />
|level=3 |guardDrain=1000 |cancel=S(J)R |attribute=HB |guard=All |invuln=<br />
|startup=12 |active=2 |recovery=36 |onBlock=-21<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=150 |pp=1000 |p1=80 |p2=82<br />
|level=0 |guardDrain=180 |cancel=CSJR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=-2<br />
|blockstun=9 |blockstop= |hitstop= |CHstop=<br />
|groundHit=10 |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=480 |pp=1000 |p1=70 |p2=84<br />
|level=1 |guardDrain=300 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=16 |onBlock=-5<br />
|blockstun=12 |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=780 |pp=200 |p1=90 |p2=89<br />
|level=3 |guardDrain=1000 |cancel=SR |attribute=HB |guard=All |invuln=<br />
|startup=14 |active=1 |recovery=23 |onBlock=-7<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png<br />
|notes= Stagger on counter hit (51)<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=620 |pp=200 |p1=60 |p2=89<br />
|level=3 |guardDrain=1000 |cancel=SJR |attribute=HB |guard=Mid |invuln=5~16 H<br />
|startup=14 |active=6 |recovery=18 |onBlock=-7<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png<br />
|notes= 5~16 invincible from head attribute, launches on hit.<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=720 |pp=200 |p1=75 |p2=90<br />
|level=3 |guardDrain=1000 |cancel=SR |attribute=HB |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png<br />
|notes= Knocks down on air hit.<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=640, 760 |pp=200 |p1=80 |p2=89<br />
|level=3 |guardDrain=1000*2 |cancel=(S)R, (S)JR |attribute=F, HB |guard=Low, All |invuln=<br />
|startup=18 |active=5(11)2 |recovery=33 |onBlock=-18<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=Launch |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png<br />
|notes= 2nd hit launches, dash cancelable after frame 56 on hit or block.<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=720 |pp=2000 |p1=100 |p2=70<br />
|level=4 |guardDrain=1200 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=Launch |airHit=40 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png<br />
|notes= Knocks down on hit, unable to tech when hit on ground.<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=180 |pp=1000 |p1=80 |p2=82<br />
|level=0 |guardDrain=180 |cancel=rSJR |attribute=H |guard=High |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=10 |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=560 |pp=1000 |p1=90 |p2=84<br />
|level=1 |guardDrain=300 |cancel=SJR |attribute=HB |guard=High |invuln=<br />
|startup=10 |active=9 |recovery=12 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png<br />
|notes=<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=680 |pp=200 |p1=90 |p2=89<br />
|level=3 |guardDrain=1000 |cancel=SJR |attribute=HB |guard=High |invuln=<br />
|startup=12 |active=3 |recovery=24 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png<br />
|notes=<br />
}}<br />
<br />
== Drive Moves ==<br />
===5D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=680, 950 |pp=100, 14000 |p1=100 |p2=92, 75<br />
|level=4 |guardDrain=1200, 800 |cancel=SR |attribute=HB, HBF |guard=HLA |invuln=<br />
|startup=17 |active=5(12)1 |recovery=44 |onBlock=-26<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=30, 37 |airHit= |groundCH=62 |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_5D_1.png\BBCS_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere.<br />
|notes= 1st hit launches, 2nd hit floor bounce effect and drains HP. 34~62 dash cancelable on hit or block. Drains 30% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=750 |pp=1000 |p1=90 |p2=75<br />
|level=4 |guardDrain=2000 |cancel=R |attribute=F |guard=LA |invuln=<br />
|startup=18 |active=2 |recovery=32 |onBlock=-15<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=46 |airHit= |groundCH=35 |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_2D.png<br />
|notes= Knocks down on hit, drains HP, unable to tech when hit on the ground, floor bounce on counter hit. Drains 30% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=750 |pp=100 |p1=80 |p2=92<br />
|level=4 |guardDrain=1000 |cancel=SJR |attribute=HB |guard=HL |invuln=<br />
|startup=22 |active=3 |recovery=16+16L |onBlock=-16<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=19 |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_6D.png<br />
|notes= 1~24 low body invincible, 16~ airborne and drains HP, special move cancelable before landing. Drains 30% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=720 |pp=100 |p1=80 |p2=80<br />
|level=4 |guardDrain=1200 |cancel=SJR |attribute=H |guard=HA |invuln=<br />
|startup=13 |active=4 |recovery=20+3L |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=19 |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_jD.png<br />
|notes= Drains 30% of the attack damage on hit, 15% on block unless using Barrier. <br />
}}<br />
<br />
===5D (Blood Kain)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=5D BK |name=<br />
|damage=760, 1280 |pp=100, 14000 |p1=100 |p2=92, 80<br />
|level=4 |guardDrain=1200*2 |cancel=SR |attribute=HB, HBF |guard=HLA |invuln=<br />
|startup=17 |active=5(12)1 |recovery=44 |onBlock=-26<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=30, 60 |airHit= |groundCH=69 |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_5D_1.png\BBCS_Ragna_the_Bloodedge_5D_2.png<br />
|notes= 1st hit launches, 2nd hit floor bounce effect and drains HP, 31~59 dash cancelable on hit or block. Drains 80% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===2D (Blood Kain)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=2D BK |name=<br />
|damage=1250 |pp=1000 |p1=90 |p2=75<br />
|level=4 |guardDrain=3000 |cancel=R |attribute=F |guard=L |invuln=<br />
|startup=18 |active=2 |recovery=32 |onBlock=-15<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=46 |airHit= |groundCH=35 |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_2D.png<br />
|notes= Knocks down on hit, drains HP, unable to tech when hit on the ground, floor bounce on counter hit. Drains 30% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===6D (Blood Kain)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=6D BK |name=<br />
|damage=1250 |pp=100 |p1=80 |p2=92<br />
|level=4 |guardDrain=1000 |cancel=SJR |attribute=HB |guard=HL |invuln=<br />
|startup=22 |active=3 |recovery=13+15L |onBlock=-12<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=19 |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_6D.png<br />
|notes= 1~21 low body invincible, 16~ airborne and drains HP, special move cancelable before landing. Drains 80% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===j.D (Blood Kain)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=j.D BK |name=<br />
|damage=1400 |pp=100 |p1=80 |p2=80<br />
|level=4 |guardDrain=1200 |cancel=SJR |attribute=H |guard=HA |invuln=<br />
|startup=11 |active=4 |recovery=20 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=36 |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_jD.png<br />
|notes= Drains 80% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===Counter Assault===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=other<br />
|input=6A+B while blocking |name=Counter Assault<br />
|damage=0 |pp=3000 |p1=50 |p2=82<br />
|level=0 |guardDrain=180 |cancel=R |attribute=HB |guard=HLA |invuln=<br />
|startup=7 |active=5 |recovery=28 |onBlock=-23<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png<br />
|notes= Blasts away on hit.<br />
}}<br />
<br />
===Throw===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Throw<br />
|damage=0, 1200 |pp=3000,100 |p1=100 |p2=100, 70<br />
|level=4 |guardDrain= |cancel=-, SR |attribute=T |guard=T |invuln=<br />
|startup=7 |active=3 |recovery=19 |onBlock=80000<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_B+C.png<br />
|notes= Launches on hit.<br />
}}<br />
<br />
===Back Throw===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1100 |pp=3000, 3000 |p1=100 |p2=100, 70<br />
|level=0 |guardDrain= |cancel=-, SR |attribute=T |guard=T |invuln=<br />
|startup=7 |active=3 |recovery=19 |onBlock=80000<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_4B+C.png<br />
|notes= Launches on hit.<br />
}}<br />
<br />
===Air Throw===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1100 |pp=3000, 100 |p1=100 |p2=92<br />
|level=4 |guardDrain= |cancel=-, SR |attribute=T |guard=T |invuln=<br />
|startup=7 |active=3 |recovery=15 |onBlock=90000<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_jB+C.png<br />
|notes= Floor bounce on hit.<br />
}}<br />
<br />
==Special Moves==<br />
===22C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0,800 |pp=3000,100 |p1=100,100 |p2=100,92<br />
|level=0,4 |guardDrain=- |cancel=-,R |attribute=T |guard=- |invuln=-<br />
|startup=7 |active=3 |recovery=16 |onBlock=-<br />
|blockstun=- |blockstop=- |hitstop=- |CHstop=-<br />
|groundHit=- |airHit=- |groundCH=- |airCH=-<br />
|images=BBCF_Ragna_the_Bloodedge_22C.png<br />
|caption=Ragnet Finger<br />
|notes= Restands on hit\Staggers on hit for 41F\Only works on downed opponents, doesn't hit opponent from fall recovery\Throw property\Damage ignores combo scaling\CH state for entire move<br />
}}<br />
<br />
===Dash Cancel===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=~66 |name=Dash Cancel<br />
|damage= |pp= |p1= |p2=<br />
|level= |guardDrain= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=Total 22 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png<br />
|notes= <br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=730 |pp=100 |p1=100 |p2=70<br />
|level=4 |guardDrain=1000 |cancel=R |attribute=HB |guard=HLA |invuln=<br />
|startup=14 |active=13 |recovery=33 |onBlock=-4<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=40 |airHit= |groundCH=47 |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png<br />
|notes= 34F hit stun.<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Hell's Fang Follow-Up<br />
|damage=950 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1000 |cancel=R |attribute=HB |guard=HLA |invuln=<br />
|startup=23 |active=3 |recovery=40 |onBlock=-24<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=56 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png<br />
|notes= Blasts away on hit. Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===214A~214D (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D BK |name=Hell's Fang Follow-Up (BK)<br />
|damage=1150 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=2000 |cancel=R |attribute=HB |guard=HLA |invuln=<br />
|startup=23 |active=3 |recovery=40 |onBlock=-24<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=56 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png<br />
|notes= Wall bounce on hit. Drains 80% of the attack damage on hit, 20% on block unless using Barrier<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=420, 460 |pp=100 |p1=75 |p2=92<br />
|level=4 |guardDrain=400*2 |cancel=R |attribute=HBF |guard=HL |invuln=1-21 All<br />
|startup=7 |active=2(4)12 |recovery=18+19L |onBlock=-30<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png<br />
|notes= 1~21 Invincible, launches on hit, follow up cancelable at 13F on hit.<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Air C Inferno Divider<br />
|damage=420, 460 |pp=100 |p1=75 |p2=92<br />
|level=4 |guardDrain=400*2 |cancel=R |attribute=HB |guard=HLA |invuln=1-19 All<br />
|startup=5 |active=2(4)12 |recovery=Until Landing+19L |onBlock=minus a lot<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png<br />
|notes= 1~19 Invincible, launches on hit, follow up cancelable at 11F on hit.<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=440, 440 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=800*2 |cancel=R |attribute=HBF |guard=HL |invuln=6-17 All<br />
|startup=9 |active=2(4)12 |recovery=27+19L |onBlock=-39<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|notes= 6~17 Invincible, launches on hit, follow up cancelable at 15F on hit. Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===623D (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=623D BK |name=D Inferno Divider (BK)<br />
|damage=720, 720 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200*2 |cancel=R |attribute=HBF |guard=HL |invuln=6-17 All<br />
|startup=9 |active=2(4)12 |recovery=27+19L |onBlock=-39<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|notes= 6~17 Invincible, launches on hit, follow up cancelable at 15F on hit. Drains 80% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Air D Inferno Divider<br />
|damage=440, 440 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=800*2 |cancel=R |attribute=HB |guard=HL |invuln=5-15 All<br />
|startup=7 |active=2(4)12 |recovery=Until Landing+19L |onBlock=minus a lot<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=51 |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|notes= 5~15 Invincible, launches on hit, follow up cancelable 13~51 on hit, counter hit vulnerable until recovery ends. Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===j.623D (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=j.623D BK |name=Air D Inferno Divider (BK)<br />
|damage=720, 720 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200*2 |cancel=R |attribute=HB |guard=HL |invuln=5-15 All<br />
|startup=7 |active=2(4)12 |recovery=Until Landing+19L |onBlock=minus a lot<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=51 |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|notes= 5~15 Invincible, launches on hit, follow up cancelable 13~51 on hit, counter hit vulnerable until recovery ends. Drains 80% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===Uppercut===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=236C after Inferno Divider |name=Uppercut<br />
|damage=310 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HLA |invuln=<br />
|startup=14 |active=3 |recovery=Until Landing+22L |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=43 |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png<br />
|notes= Launches on hit, follow up cancelable until 43F on hit or block.<br />
}}<br />
<br />
===Straight Punch===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=236C after Uppercut |name=Straight Punch<br />
|damage=400 |pp=3000 |p1=100 |p2=65<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HLA |invuln=<br />
|startup=15 |active=3 |recovery=Until Landing+14L |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=60 |airHit= |groundCH=32 |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png<br />
|notes= Wall bounce on hit, hit stop 24.<br />
}}<br />
<br />
===Ax Kick===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214C after Uppercut |name=Ax Kick<br />
|damage=480 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HLA |invuln=<br />
|startup=19 |active=4 |recovery=Until Landing+12L |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=38 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png<br />
|notes= Slam down on hit.<br />
|caption=Yes, the input is 214C. No, it is not 214D. Yes, it will mess you up.<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=950 |pp=100 |p1=80 |p2=92<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HA |invuln=12-26 Foot<br />
|startup=20 |active=7 |recovery=14+14L |onBlock=-11<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png<br />
|notes= 12~26 Invincible from foot attribute, floor bounce on hit, follow up cancelable 30~40, hit crouching opponent at 24F.<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Air Gauntlet Hades<br />
|damage=750 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=HB |guard=HA |invuln=1-20 Foot<br />
|startup=12 |active=9 |recovery=Until Landing+15L |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png<br />
|notes= 1~20 Invincible from foot attribute, launches on hit, follow up cancelable 24~landing, Hit crouching opponent at 23F.<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=950 |pp=100 |p1=100 |p2=75<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HLA |invuln=<br />
|startup=9 |active=3 |recovery=Until Landing+20L |onBlock=-11<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png<br />
|notes= Launches on hit. Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===214B~214D (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D BK |name=Spin Kick (BK)<br />
|damage=1150 |pp=100 |p1=100 |p2=75<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HLA |invuln=<br />
|startup=9 |active=3 |recovery=Until Landing+20L |onBlock=-11<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png<br />
|notes= Launches on hit. Drains 80% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Dead Spike<br />
|damage=700 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=HBF |guard=HLA |invuln=<br />
|startup=32 |active=4 |recovery=23 |onBlock=+3<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_214D.png<br />
|notes= Standing hit staggers 25F, 23F recovery on block, hit stop 6, projectile. Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===214D (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214D BK |name=Dead Spike<br />
|damage=700 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=800*3 |cancel=R |attribute=HBF |guard=HLA |invuln=<br />
|startup=32 |active=4 |recovery=23 |onBlock=-1<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_214D.png<br />
|notes= Standing hit staggers 25F, 23F recovery on block, hit stop 0, projectile. Drains 80% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
==Distortion Drives==<br />
===Carnage Scissors===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1000, 2100 |pp=100 |p1=100 |p2=92, 60<br />
|level=4 |guardDrain=1000, 4000 |cancel=R |attribute=HB |guard=HLA |invuln=9-18 HBFT<br />
|startup=9+4~12 |active=2(48)3 |recovery=30 |onBlock=-28<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_632146D.png<br />
|notes=2nd hit wall bounce\You may cancel the 2nd part by holding C button. (Recovery 47, SD -30)\Start up may vary depends on distance\Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
|caption=The name was raw from day 1<br />
}}<br />
<br />
===Carnage Scissors (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=super<br />
|input=632146D BK |name=Carnage Scissors (BK)<br />
|damage=1000, 3800 |pp=100 |p1=100 |p2=92, 60<br />
|level=4 |guardDrain=1000, 6000 |cancel=R |attribute=HB |guard=HLA |invuln=9-18 All<br />
|startup=9+4~12 |active=2(48)3 |recovery=30 |onBlock=-28<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_632146D.png<br />
|notes=2nd hit wall bounce\You may cancel the 2nd part by holding C button. (Recovery 47, SD -30)\Start up may vary depends on distance\Drains 80% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
===Blood Kain===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Blood Kain <br />
|damage= |pp= |p1= |p2=<br />
|level= |guardDrain= |cancel= |attribute= |guard= |invuln=1-19 All<br />
|startup=19+1 |active= |recovery=Total 20 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_214214D.png<br />
|notes=HP decrease 100 points per 20 frames.<br />
|caption=If Dragon Install is so good, why isn't there a-<br />
}}<br />
<br />
===Devoured by Darkness===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=super<br />
|input=214214D BK |name=Devoured by Darkness<br />
|damage=0, 6000 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain= |cancel=R |attribute=HB |guard= |invuln=1-19 All<br />
|startup=16+14 |active=3 |recovery=56 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_214214D_1.png\BBCP_Ragna_the_Bloodedge_214214D_2.png<br />
|notes=first hit staggers (50)\2nd hit launches, and drains HP, not affected by hit count proration\total 70 hits\Blood Kain mode ends in the beginning of the screen freeze.<br />
|caption=&#32;\GIMMIE MY HEALTH BACK<br />
}}<br />
<br />
==Astral Heat==<br />
===Black Onslaught===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=Death |pp=0 |p1=100 |p2=94<br />
|level=5 |guardDrain=1500 |cancel=R |attribute=HB |guard= |invuln=1-19 All<br />
|startup=2+25 |active=2 |recovery=25 |onBlock=-6<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_2141236C_1.png\BBCS_Ragna_the_Bloodedge_2141236C_2.png<br />
|notes= Cannot be cancelled from normal attacks, but can be done with jump install.<br />
|caption=You read that frame advantage right\And just like that, the round is over<br />
}}<br />
<br />
==Navigation==<br />
{{#lst:BBCT/Navigation}}</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=BBCT/Ragna_the_Bloodedge/Data&diff=402798BBCT/Ragna the Bloodedge/Data2023-07-15T12:21:16Z<p>Johhny: /* 214D */</p>
<hr />
<div>==Links==<br />
<section begin=Links/>{{Overview/navigation}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCT-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =20F (1~5F Inv All)<br />
| comboRate =100%<br />
| heatGainRate=70%<br />
| guardLibraRate=100%<br />
| portrait =BBCT_Ragna_the_Bloodedge_Portrait.png<br />
| icon =BBCT_Ragna_the_Bloodedge_Icon.png<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=165 |pp=1000 |p1=80 |p2=80<br />
|level=0 |guardDrain=180 |cancel=CSJR |attribute=HB |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=-2<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=640 |pp=200 |p1=75 |p2=90<br />
|level=3 |guardDrain=800 |cancel=SR |attribute=HB |guard=All |invuln=<br />
|startup=8 |active=5 |recovery=19 |onBlock=-7<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png<br />
|notes=<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=710 |pp=200 |p1=100 |p2=89<br />
|level=3 |guardDrain=1000 |cancel=S(J)R |attribute=HB |guard=All |invuln=<br />
|startup=12 |active=2 |recovery=36 |onBlock=-21<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=150 |pp=1000 |p1=80 |p2=82<br />
|level=0 |guardDrain=180 |cancel=CSJR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=-2<br />
|blockstun=9 |blockstop= |hitstop= |CHstop=<br />
|groundHit=10 |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=480 |pp=1000 |p1=70 |p2=84<br />
|level=1 |guardDrain=300 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=16 |onBlock=-5<br />
|blockstun=12 |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=780 |pp=200 |p1=90 |p2=89<br />
|level=3 |guardDrain=1000 |cancel=SR |attribute=HB |guard=All |invuln=<br />
|startup=14 |active=1 |recovery=23 |onBlock=-7<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png<br />
|notes= Stagger on counter hit (51)<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=620 |pp=200 |p1=60 |p2=89<br />
|level=3 |guardDrain=1000 |cancel=SJR |attribute=HB |guard=Mid |invuln=5~16 H<br />
|startup=14 |active=6 |recovery=18 |onBlock=-7<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png<br />
|notes= 5~16 invincible from head attribute, launches on hit.<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=720 |pp=200 |p1=75 |p2=90<br />
|level=3 |guardDrain=1000 |cancel=SR |attribute=HB |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png<br />
|notes= Knocks down on air hit.<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=640, 760 |pp=200 |p1=80 |p2=89<br />
|level=3 |guardDrain=1000*2 |cancel=(S)R, (S)JR |attribute=F, HB |guard=Low, All |invuln=<br />
|startup=18 |active=5(11)2 |recovery=33 |onBlock=-18<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=Launch |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png<br />
|notes= 2nd hit launches, dash cancelable after frame 56 on hit or block.<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=720 |pp=2000 |p1=100 |p2=70<br />
|level=4 |guardDrain=1200 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=Launch |airHit=40 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png<br />
|notes= Knocks down on hit, unable to tech when hit on ground.<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=180 |pp=1000 |p1=80 |p2=82<br />
|level=0 |guardDrain=180 |cancel=rSJR |attribute=H |guard=High |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=10 |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=560 |pp=1000 |p1=90 |p2=84<br />
|level=1 |guardDrain=300 |cancel=SJR |attribute=HB |guard=High |invuln=<br />
|startup=10 |active=9 |recovery=12 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png<br />
|notes=<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=680 |pp=200 |p1=90 |p2=89<br />
|level=3 |guardDrain=1000 |cancel=SJR |attribute=HB |guard=High |invuln=<br />
|startup=12 |active=3 |recovery=24 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png<br />
|notes=<br />
}}<br />
<br />
== Drive Moves ==<br />
===5D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=680, 950 |pp=100, 14000 |p1=100 |p2=92, 75<br />
|level=4 |guardDrain=1200, 800 |cancel=SR |attribute=HB, HBF |guard=HLA |invuln=<br />
|startup=17 |active=5(12)1 |recovery=44 |onBlock=-26<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=30, 37 |airHit= |groundCH=62 |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_5D_1.png\BBCS_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere.<br />
|notes= 1st hit launches, 2nd hit floor bounce effect and drains HP. 34~62 dash cancelable on hit or block. Drains 30% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=750 |pp=1000 |p1=90 |p2=75<br />
|level=4 |guardDrain=2000 |cancel=R |attribute=F |guard=LA |invuln=<br />
|startup=18 |active=2 |recovery=32 |onBlock=-15<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=46 |airHit= |groundCH=35 |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_2D.png<br />
|notes= Knocks down on hit, drains HP, unable to tech when hit on the ground, floor bounce on counter hit. Drains 30% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=750 |pp=100 |p1=80 |p2=92<br />
|level=4 |guardDrain=1000 |cancel=SJR |attribute=HB |guard=HL |invuln=<br />
|startup=22 |active=3 |recovery=16+16L |onBlock=-16<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=19 |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_6D.png<br />
|notes= 1~24 low body invincible, 16~ airborne and drains HP, special move cancelable before landing. Drains 30% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=720 |pp=100 |p1=80 |p2=80<br />
|level=4 |guardDrain=1200 |cancel=SJR |attribute=H |guard=HA |invuln=<br />
|startup=13 |active=4 |recovery=20+3L |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=19 |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_jD.png<br />
|notes= Drains 30% of the attack damage on hit, 15% on block unless using Barrier. <br />
}}<br />
<br />
===5D (Blood Kain)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=5D BK |name=<br />
|damage=760, 1280 |pp=100, 14000 |p1=100 |p2=92, 80<br />
|level=4 |guardDrain=1200*2 |cancel=SR |attribute=HB, HBF |guard=HLA |invuln=<br />
|startup=17 |active=5(12)1 |recovery=44 |onBlock=-26<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=30, 60 |airHit= |groundCH=69 |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_5D_1.png\BBCS_Ragna_the_Bloodedge_5D_2.png<br />
|notes= 1st hit launches, 2nd hit floor bounce effect and drains HP, 31~59 dash cancelable on hit or block. Drains 80% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===2D (Blood Kain)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=2D BK |name=<br />
|damage=1250 |pp=1000 |p1=90 |p2=75<br />
|level=4 |guardDrain=3000 |cancel=R |attribute=F |guard=L |invuln=<br />
|startup=18 |active=2 |recovery=32 |onBlock=-15<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=46 |airHit= |groundCH=35 |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_2D.png<br />
|notes= Knocks down on hit, drains HP, unable to tech when hit on the ground, floor bounce on counter hit. Drains 30% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===6D (Blood Kain)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=6D BK |name=<br />
|damage=1250 |pp=100 |p1=80 |p2=92<br />
|level=4 |guardDrain=1000 |cancel=SJR |attribute=HB |guard=HL |invuln=<br />
|startup=22 |active=3 |recovery=13+15L |onBlock=-12<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=19 |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_6D.png<br />
|notes= 1~21 low body invincible, 16~ airborne and drains HP, special move cancelable before landing. Drains 80% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===j.D (Blood Kain)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=j.D BK |name=<br />
|damage=1400 |pp=100 |p1=80 |p2=80<br />
|level=4 |guardDrain=1200 |cancel=SJR |attribute=H |guard=HA |invuln=<br />
|startup=11 |active=4 |recovery=20 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=36 |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_jD.png<br />
|notes= Drains 80% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===Counter Assault===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=other<br />
|input=6A+B while blocking |name=Counter Assault<br />
|damage=0 |pp=3000 |p1=50 |p2=82<br />
|level=0 |guardDrain=180 |cancel=R |attribute=HB |guard=HLA |invuln=<br />
|startup=7 |active=5 |recovery=28 |onBlock=-23<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png<br />
|notes= Blasts away on hit.<br />
}}<br />
<br />
===Throw===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Throw<br />
|damage=0, 1200 |pp=3000,100 |p1=100 |p2=100, 70<br />
|level=4 |guardDrain= |cancel=-, SR |attribute=T |guard=T |invuln=<br />
|startup=7 |active=3 |recovery=19 |onBlock=80000<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_B+C.png<br />
|notes= Launches on hit.<br />
}}<br />
<br />
===Back Throw===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1100 |pp=3000, 3000 |p1=100 |p2=100, 70<br />
|level=0 |guardDrain= |cancel=-, SR |attribute=T |guard=T |invuln=<br />
|startup=7 |active=3 |recovery=19 |onBlock=80000<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_4B+C.png<br />
|notes= Launches on hit.<br />
}}<br />
<br />
===Air Throw===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1100 |pp=3000, 100 |p1=100 |p2=92<br />
|level=4 |guardDrain= |cancel=-, SR |attribute=T |guard=T |invuln=<br />
|startup=7 |active=3 |recovery=15 |onBlock=90000<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_jB+C.png<br />
|notes= Floor bounce on hit.<br />
}}<br />
<br />
==Special Moves==<br />
===22C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0,800 |pp=3000,100 |p1=100,100 |p2=100,92<br />
|level=0,4 |guardDrain=- |cancel=-,R |attribute=T |guard=- |invuln=-<br />
|startup=7 |active=3 |recovery=16 |onBlock=-<br />
|blockstun=- |blockstop=- |hitstop=- |CHstop=-<br />
|groundHit=- |airHit=- |groundCH=- |airCH=-<br />
|images=BBCF_Ragna_the_Bloodedge_22C.png<br />
|caption=Ragnet Finger<br />
|notes= Restands on hit\Staggers on hit for 41F\Only works on downed opponents, doesn't hit opponent from fall recovery\Throw property\Damage ignores combo scaling\CH state for entire move<br />
}}<br />
<br />
===Dash Cancel===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=~66 |name=Dash Cancel<br />
|damage= |pp= |p1= |p2=<br />
|level= |guardDrain= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=Total 22 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png<br />
|notes= <br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=730 |pp=100 |p1=100 |p2=70<br />
|level=4 |guardDrain=1000 |cancel=R |attribute=HB |guard=HLA |invuln=<br />
|startup=14 |active=13 |recovery=33 |onBlock=-4<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=40 |airHit= |groundCH=47 |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png<br />
|notes= 34F hit stun.<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Hell's Fang Follow-Up<br />
|damage=950 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1000 |cancel=R |attribute=HB |guard=HLA |invuln=<br />
|startup=23 |active=3 |recovery=40 |onBlock=-24<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=56 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png<br />
|notes= Blasts away on hit. Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===214A~214D (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D BK |name=Hell's Fang Follow-Up (BK)<br />
|damage=1150 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=2000 |cancel=R |attribute=HB |guard=HLA |invuln=<br />
|startup=23 |active=3 |recovery=40 |onBlock=-24<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=56 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png<br />
|notes= Wall bounce on hit. Drains 80% of the attack damage on hit, 20% on block unless using Barrier<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=420, 460 |pp=100 |p1=75 |p2=92<br />
|level=4 |guardDrain=400*2 |cancel=R |attribute=HBF |guard=HL |invuln=1-21 All<br />
|startup=7 |active=2(4)12 |recovery=18+19L |onBlock=-30<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png<br />
|notes= 1~21 Invincible, launches on hit, follow up cancelable at 13F on hit.<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Air C Inferno Divider<br />
|damage=420, 460 |pp=100 |p1=75 |p2=92<br />
|level=4 |guardDrain=400*2 |cancel=R |attribute=HB |guard=HLA |invuln=1-19 All<br />
|startup=5 |active=2(4)12 |recovery=Until Landing+19L |onBlock=minus a lot<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png<br />
|notes= 1~19 Invincible, launches on hit, follow up cancelable at 11F on hit.<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=440, 440 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=800*2 |cancel=R |attribute=HBF |guard=HL |invuln=6-17 All<br />
|startup=9 |active=2(4)12 |recovery=27+19L |onBlock=-39<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|notes= 6~17 Invincible, launches on hit, follow up cancelable at 15F on hit. Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===623D (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=623D BK |name=D Inferno Divider (BK)<br />
|damage=720, 720 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200*2 |cancel=R |attribute=HBF |guard=HL |invuln=6-17 All<br />
|startup=9 |active=2(4)12 |recovery=27+19L |onBlock=-39<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|notes= 6~17 Invincible, launches on hit, follow up cancelable at 15F on hit. Drains 80% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Air D Inferno Divider<br />
|damage=440, 440 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=800*2 |cancel=R |attribute=HB |guard=HL |invuln=5-15 All<br />
|startup=7 |active=2(4)12 |recovery=Until Landing+19L |onBlock=minus a lot<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=51 |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|notes= 5~15 Invincible, launches on hit, follow up cancelable 13~51 on hit, counter hit vulnerable until recovery ends. Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===j.623D (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=j.623D BK |name=Air D Inferno Divider (BK)<br />
|damage=720, 720 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200*2 |cancel=R |attribute=HB |guard=HL |invuln=5-15 All<br />
|startup=7 |active=2(4)12 |recovery=Until Landing+19L |onBlock=minus a lot<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=51 |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|notes= 5~15 Invincible, launches on hit, follow up cancelable 13~51 on hit, counter hit vulnerable until recovery ends. Drains 80% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===Uppercut===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=236C after Inferno Divider |name=Uppercut<br />
|damage=310 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HLA |invuln=<br />
|startup=14 |active=3 |recovery=Until Landing+22L |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=43 |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png<br />
|notes= Launches on hit, follow up cancelable until 43F on hit or block.<br />
}}<br />
<br />
===Straight Punch===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=236C after Uppercut |name=Straight Punch<br />
|damage=400 |pp=3000 |p1=100 |p2=65<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HLA |invuln=<br />
|startup=15 |active=3 |recovery=Until Landing+14L |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=60 |airHit= |groundCH=32 |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png<br />
|notes= Wall bounce on hit, hit stop 24.<br />
}}<br />
<br />
===Ax Kick===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214C after Uppercut |name=Ax Kick<br />
|damage=480 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HLA |invuln=<br />
|startup=19 |active=4 |recovery=Until Landing+12L |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=38 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png<br />
|notes= Slam down on hit.<br />
|caption=Yes, the input is 214C. No, it is not 214D. Yes, it will mess you up.<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=950 |pp=100 |p1=80 |p2=92<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HA |invuln=12-26 Foot<br />
|startup=20 |active=7 |recovery=14+14L |onBlock=-11<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png<br />
|notes= 12~26 Invincible from foot attribute, floor bounce on hit, follow up cancelable 30~40, hit crouching opponent at 24F.<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Air Gauntlet Hades<br />
|damage=750 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=HB |guard=HA |invuln=1-20 Foot<br />
|startup=12 |active=9 |recovery=Until Landing+15L |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png<br />
|notes= 1~20 Invincible from foot attribute, launches on hit, follow up cancelable 24~landing, Hit crouching opponent at 23F.<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=950 |pp=100 |p1=100 |p2=75<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HLA |invuln=<br />
|startup=9 |active=3 |recovery=Until Landing+20L |onBlock=-11<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png<br />
|notes= Launches on hit. Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===214B~214D (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D BK |name=Spin Kick (BK)<br />
|damage=1150 |pp=100 |p1=100 |p2=75<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HLA |invuln=<br />
|startup=9 |active=3 |recovery=Until Landing+20L |onBlock=-11<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png<br />
|notes= Launches on hit. Drains 80% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Dead Spike<br />
|damage=700 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=HBF |guard=HLA |invuln=<br />
|startup=32 |active=4 |recovery=23 |onBlock=+3<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_214D.png<br />
|notes= Standing hit staggers 25F, 23F recovery on block, hit stop 6, projectile. Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===214D (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214D BK |name=Dead Spike<br />
|damage=700 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=800*3 |cancel=R |attribute=HBF (P?) |guard=HLA |invuln=<br />
|startup=32 |active=4 |recovery=23 |onBlock=-1<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_214D.png<br />
|notes= Standing hit staggers 25F, 23F recovery on block, hit stop 0, projectile. Drains 80% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
==Distortion Drives==<br />
===Carnage Scissors===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1000, 2100 |pp=100 |p1=100 |p2=92, 60<br />
|level=4 |guardDrain=1000, 4000 |cancel=R |attribute=HB |guard=HLA |invuln=9-18 HBFT<br />
|startup=9+4~12 |active=2(48)3 |recovery=30 |onBlock=-28<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_632146D.png<br />
|notes=2nd hit wall bounce\You may cancel the 2nd part by holding C button. (Recovery 47, SD -30)\Start up may vary depends on distance\Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
|caption=The name was raw from day 1<br />
}}<br />
<br />
===Carnage Scissors (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=super<br />
|input=632146D BK |name=Carnage Scissors (BK)<br />
|damage=1000, 3800 |pp=100 |p1=100 |p2=92, 60<br />
|level=4 |guardDrain=1000, 6000 |cancel=R |attribute=HB |guard=HLA |invuln=9-18 All<br />
|startup=9+4~12 |active=2(48)3 |recovery=30 |onBlock=-28<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_632146D.png<br />
|notes=2nd hit wall bounce\You may cancel the 2nd part by holding C button. (Recovery 47, SD -30)\Start up may vary depends on distance\Drains 80% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
===Blood Kain===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Blood Kain <br />
|damage= |pp= |p1= |p2=<br />
|level= |guardDrain= |cancel= |attribute= |guard= |invuln=1-19 All<br />
|startup=19+1 |active= |recovery=Total 20 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_214214D.png<br />
|notes=HP decrease 100 points per 20 frames.<br />
|caption=If Dragon Install is so good, why isn't there a-<br />
}}<br />
<br />
===Devoured by Darkness===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=super<br />
|input=214214D BK |name=Devoured by Darkness<br />
|damage=0, 6000 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain= |cancel=R |attribute=HB |guard= |invuln=1-19 All<br />
|startup=16+14 |active=3 |recovery=56 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_214214D_1.png\BBCP_Ragna_the_Bloodedge_214214D_2.png<br />
|notes=first hit staggers (50)\2nd hit launches, and drains HP, not affected by hit count proration\total 70 hits\Blood Kain mode ends in the beginning of the screen freeze.<br />
|caption=&#32;\GIMMIE MY HEALTH BACK<br />
}}<br />
<br />
==Astral Heat==<br />
===Black Onslaught===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=Death |pp=0 |p1=100 |p2=94<br />
|level=5 |guardDrain=1500 |cancel=R |attribute=HB |guard= |invuln=1-19 All<br />
|startup=2+25 |active=2 |recovery=25 |onBlock=-6<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_2141236C_1.png\BBCS_Ragna_the_Bloodedge_2141236C_2.png<br />
|notes= Cannot be cancelled from normal attacks, but can be done with jump install.<br />
|caption=You read that frame advantage right\And just like that, the round is over<br />
}}<br />
<br />
==Navigation==<br />
{{#lst:BBCT/Navigation}}</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=BBCT/Ragna_the_Bloodedge/Data&diff=402797BBCT/Ragna the Bloodedge/Data2023-07-15T12:19:55Z<p>Johhny: /* 22C */</p>
<hr />
<div>==Links==<br />
<section begin=Links/>{{Overview/navigation}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCT-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =20F (1~5F Inv All)<br />
| comboRate =100%<br />
| heatGainRate=70%<br />
| guardLibraRate=100%<br />
| portrait =BBCT_Ragna_the_Bloodedge_Portrait.png<br />
| icon =BBCT_Ragna_the_Bloodedge_Icon.png<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=165 |pp=1000 |p1=80 |p2=80<br />
|level=0 |guardDrain=180 |cancel=CSJR |attribute=HB |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=-2<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=640 |pp=200 |p1=75 |p2=90<br />
|level=3 |guardDrain=800 |cancel=SR |attribute=HB |guard=All |invuln=<br />
|startup=8 |active=5 |recovery=19 |onBlock=-7<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png<br />
|notes=<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=710 |pp=200 |p1=100 |p2=89<br />
|level=3 |guardDrain=1000 |cancel=S(J)R |attribute=HB |guard=All |invuln=<br />
|startup=12 |active=2 |recovery=36 |onBlock=-21<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=150 |pp=1000 |p1=80 |p2=82<br />
|level=0 |guardDrain=180 |cancel=CSJR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=-2<br />
|blockstun=9 |blockstop= |hitstop= |CHstop=<br />
|groundHit=10 |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=480 |pp=1000 |p1=70 |p2=84<br />
|level=1 |guardDrain=300 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=16 |onBlock=-5<br />
|blockstun=12 |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=780 |pp=200 |p1=90 |p2=89<br />
|level=3 |guardDrain=1000 |cancel=SR |attribute=HB |guard=All |invuln=<br />
|startup=14 |active=1 |recovery=23 |onBlock=-7<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png<br />
|notes= Stagger on counter hit (51)<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=620 |pp=200 |p1=60 |p2=89<br />
|level=3 |guardDrain=1000 |cancel=SJR |attribute=HB |guard=Mid |invuln=5~16 H<br />
|startup=14 |active=6 |recovery=18 |onBlock=-7<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png<br />
|notes= 5~16 invincible from head attribute, launches on hit.<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=720 |pp=200 |p1=75 |p2=90<br />
|level=3 |guardDrain=1000 |cancel=SR |attribute=HB |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png<br />
|notes= Knocks down on air hit.<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=640, 760 |pp=200 |p1=80 |p2=89<br />
|level=3 |guardDrain=1000*2 |cancel=(S)R, (S)JR |attribute=F, HB |guard=Low, All |invuln=<br />
|startup=18 |active=5(11)2 |recovery=33 |onBlock=-18<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=Launch |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png<br />
|notes= 2nd hit launches, dash cancelable after frame 56 on hit or block.<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=720 |pp=2000 |p1=100 |p2=70<br />
|level=4 |guardDrain=1200 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=Launch |airHit=40 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png<br />
|notes= Knocks down on hit, unable to tech when hit on ground.<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=180 |pp=1000 |p1=80 |p2=82<br />
|level=0 |guardDrain=180 |cancel=rSJR |attribute=H |guard=High |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=10 |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=560 |pp=1000 |p1=90 |p2=84<br />
|level=1 |guardDrain=300 |cancel=SJR |attribute=HB |guard=High |invuln=<br />
|startup=10 |active=9 |recovery=12 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png<br />
|notes=<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=680 |pp=200 |p1=90 |p2=89<br />
|level=3 |guardDrain=1000 |cancel=SJR |attribute=HB |guard=High |invuln=<br />
|startup=12 |active=3 |recovery=24 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png<br />
|notes=<br />
}}<br />
<br />
== Drive Moves ==<br />
===5D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=680, 950 |pp=100, 14000 |p1=100 |p2=92, 75<br />
|level=4 |guardDrain=1200, 800 |cancel=SR |attribute=HB, HBF |guard=HLA |invuln=<br />
|startup=17 |active=5(12)1 |recovery=44 |onBlock=-26<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=30, 37 |airHit= |groundCH=62 |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_5D_1.png\BBCS_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere.<br />
|notes= 1st hit launches, 2nd hit floor bounce effect and drains HP. 34~62 dash cancelable on hit or block. Drains 30% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=750 |pp=1000 |p1=90 |p2=75<br />
|level=4 |guardDrain=2000 |cancel=R |attribute=F |guard=LA |invuln=<br />
|startup=18 |active=2 |recovery=32 |onBlock=-15<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=46 |airHit= |groundCH=35 |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_2D.png<br />
|notes= Knocks down on hit, drains HP, unable to tech when hit on the ground, floor bounce on counter hit. Drains 30% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=750 |pp=100 |p1=80 |p2=92<br />
|level=4 |guardDrain=1000 |cancel=SJR |attribute=HB |guard=HL |invuln=<br />
|startup=22 |active=3 |recovery=16+16L |onBlock=-16<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=19 |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_6D.png<br />
|notes= 1~24 low body invincible, 16~ airborne and drains HP, special move cancelable before landing. Drains 30% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=720 |pp=100 |p1=80 |p2=80<br />
|level=4 |guardDrain=1200 |cancel=SJR |attribute=H |guard=HA |invuln=<br />
|startup=13 |active=4 |recovery=20+3L |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=19 |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_jD.png<br />
|notes= Drains 30% of the attack damage on hit, 15% on block unless using Barrier. <br />
}}<br />
<br />
===5D (Blood Kain)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=5D BK |name=<br />
|damage=760, 1280 |pp=100, 14000 |p1=100 |p2=92, 80<br />
|level=4 |guardDrain=1200*2 |cancel=SR |attribute=HB, HBF |guard=HLA |invuln=<br />
|startup=17 |active=5(12)1 |recovery=44 |onBlock=-26<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=30, 60 |airHit= |groundCH=69 |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_5D_1.png\BBCS_Ragna_the_Bloodedge_5D_2.png<br />
|notes= 1st hit launches, 2nd hit floor bounce effect and drains HP, 31~59 dash cancelable on hit or block. Drains 80% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===2D (Blood Kain)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=2D BK |name=<br />
|damage=1250 |pp=1000 |p1=90 |p2=75<br />
|level=4 |guardDrain=3000 |cancel=R |attribute=F |guard=L |invuln=<br />
|startup=18 |active=2 |recovery=32 |onBlock=-15<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=46 |airHit= |groundCH=35 |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_2D.png<br />
|notes= Knocks down on hit, drains HP, unable to tech when hit on the ground, floor bounce on counter hit. Drains 30% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===6D (Blood Kain)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=6D BK |name=<br />
|damage=1250 |pp=100 |p1=80 |p2=92<br />
|level=4 |guardDrain=1000 |cancel=SJR |attribute=HB |guard=HL |invuln=<br />
|startup=22 |active=3 |recovery=13+15L |onBlock=-12<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=19 |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_6D.png<br />
|notes= 1~21 low body invincible, 16~ airborne and drains HP, special move cancelable before landing. Drains 80% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
===j.D (Blood Kain)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=drive<br />
|input=j.D BK |name=<br />
|damage=1400 |pp=100 |p1=80 |p2=80<br />
|level=4 |guardDrain=1200 |cancel=SJR |attribute=H |guard=HA |invuln=<br />
|startup=11 |active=4 |recovery=20 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=36 |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_jD.png<br />
|notes= Drains 80% of the attack damage on hit, 15% on block unless using Barrier.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===Counter Assault===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=other<br />
|input=6A+B while blocking |name=Counter Assault<br />
|damage=0 |pp=3000 |p1=50 |p2=82<br />
|level=0 |guardDrain=180 |cancel=R |attribute=HB |guard=HLA |invuln=<br />
|startup=7 |active=5 |recovery=28 |onBlock=-23<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png<br />
|notes= Blasts away on hit.<br />
}}<br />
<br />
===Throw===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Throw<br />
|damage=0, 1200 |pp=3000,100 |p1=100 |p2=100, 70<br />
|level=4 |guardDrain= |cancel=-, SR |attribute=T |guard=T |invuln=<br />
|startup=7 |active=3 |recovery=19 |onBlock=80000<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_B+C.png<br />
|notes= Launches on hit.<br />
}}<br />
<br />
===Back Throw===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1100 |pp=3000, 3000 |p1=100 |p2=100, 70<br />
|level=0 |guardDrain= |cancel=-, SR |attribute=T |guard=T |invuln=<br />
|startup=7 |active=3 |recovery=19 |onBlock=80000<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_4B+C.png<br />
|notes= Launches on hit.<br />
}}<br />
<br />
===Air Throw===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1100 |pp=3000, 100 |p1=100 |p2=92<br />
|level=4 |guardDrain= |cancel=-, SR |attribute=T |guard=T |invuln=<br />
|startup=7 |active=3 |recovery=15 |onBlock=90000<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_jB+C.png<br />
|notes= Floor bounce on hit.<br />
}}<br />
<br />
==Special Moves==<br />
===22C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0,800 |pp=3000,100 |p1=100,100 |p2=100,92<br />
|level=0,4 |guardDrain=- |cancel=-,R |attribute=T |guard=- |invuln=-<br />
|startup=7 |active=3 |recovery=16 |onBlock=-<br />
|blockstun=- |blockstop=- |hitstop=- |CHstop=-<br />
|groundHit=- |airHit=- |groundCH=- |airCH=-<br />
|images=BBCF_Ragna_the_Bloodedge_22C.png<br />
|caption=Ragnet Finger<br />
|notes= Restands on hit\Staggers on hit for 41F\Only works on downed opponents, doesn't hit opponent from fall recovery\Throw property\Damage ignores combo scaling\CH state for entire move<br />
}}<br />
<br />
===Dash Cancel===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=~66 |name=Dash Cancel<br />
|damage= |pp= |p1= |p2=<br />
|level= |guardDrain= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=Total 22 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png<br />
|notes= <br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=730 |pp=100 |p1=100 |p2=70<br />
|level=4 |guardDrain=1000 |cancel=R |attribute=HB |guard=HLA |invuln=<br />
|startup=14 |active=13 |recovery=33 |onBlock=-4<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=40 |airHit= |groundCH=47 |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png<br />
|notes= 34F hit stun.<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Hell's Fang Follow-Up<br />
|damage=950 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1000 |cancel=R |attribute=HB |guard=HLA |invuln=<br />
|startup=23 |active=3 |recovery=40 |onBlock=-24<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=56 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png<br />
|notes= Blasts away on hit. Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===214A~214D (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D BK |name=Hell's Fang Follow-Up (BK)<br />
|damage=1150 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=2000 |cancel=R |attribute=HB |guard=HLA |invuln=<br />
|startup=23 |active=3 |recovery=40 |onBlock=-24<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=56 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png<br />
|notes= Wall bounce on hit. Drains 80% of the attack damage on hit, 20% on block unless using Barrier<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=420, 460 |pp=100 |p1=75 |p2=92<br />
|level=4 |guardDrain=400*2 |cancel=R |attribute=HBF |guard=HL |invuln=1-21 All<br />
|startup=7 |active=2(4)12 |recovery=18+19L |onBlock=-30<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png<br />
|notes= 1~21 Invincible, launches on hit, follow up cancelable at 13F on hit.<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Air C Inferno Divider<br />
|damage=420, 460 |pp=100 |p1=75 |p2=92<br />
|level=4 |guardDrain=400*2 |cancel=R |attribute=HB |guard=HLA |invuln=1-19 All<br />
|startup=5 |active=2(4)12 |recovery=Until Landing+19L |onBlock=minus a lot<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png<br />
|notes= 1~19 Invincible, launches on hit, follow up cancelable at 11F on hit.<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=440, 440 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=800*2 |cancel=R |attribute=HBF |guard=HL |invuln=6-17 All<br />
|startup=9 |active=2(4)12 |recovery=27+19L |onBlock=-39<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|notes= 6~17 Invincible, launches on hit, follow up cancelable at 15F on hit. Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===623D (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=623D BK |name=D Inferno Divider (BK)<br />
|damage=720, 720 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200*2 |cancel=R |attribute=HBF |guard=HL |invuln=6-17 All<br />
|startup=9 |active=2(4)12 |recovery=27+19L |onBlock=-39<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|notes= 6~17 Invincible, launches on hit, follow up cancelable at 15F on hit. Drains 80% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Air D Inferno Divider<br />
|damage=440, 440 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=800*2 |cancel=R |attribute=HB |guard=HL |invuln=5-15 All<br />
|startup=7 |active=2(4)12 |recovery=Until Landing+19L |onBlock=minus a lot<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=51 |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|notes= 5~15 Invincible, launches on hit, follow up cancelable 13~51 on hit, counter hit vulnerable until recovery ends. Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===j.623D (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=j.623D BK |name=Air D Inferno Divider (BK)<br />
|damage=720, 720 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200*2 |cancel=R |attribute=HB |guard=HL |invuln=5-15 All<br />
|startup=7 |active=2(4)12 |recovery=Until Landing+19L |onBlock=minus a lot<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=51 |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|notes= 5~15 Invincible, launches on hit, follow up cancelable 13~51 on hit, counter hit vulnerable until recovery ends. Drains 80% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===Uppercut===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=236C after Inferno Divider |name=Uppercut<br />
|damage=310 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HLA |invuln=<br />
|startup=14 |active=3 |recovery=Until Landing+22L |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=42 |airHit= |groundCH=43 |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png<br />
|notes= Launches on hit, follow up cancelable until 43F on hit or block.<br />
}}<br />
<br />
===Straight Punch===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=236C after Uppercut |name=Straight Punch<br />
|damage=400 |pp=3000 |p1=100 |p2=65<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HLA |invuln=<br />
|startup=15 |active=3 |recovery=Until Landing+14L |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=60 |airHit= |groundCH=32 |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png<br />
|notes= Wall bounce on hit, hit stop 24.<br />
}}<br />
<br />
===Ax Kick===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214C after Uppercut |name=Ax Kick<br />
|damage=480 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HLA |invuln=<br />
|startup=19 |active=4 |recovery=Until Landing+12L |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit=38 |airHit= |groundCH=ET |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png<br />
|notes= Slam down on hit.<br />
|caption=Yes, the input is 214C. No, it is not 214D. Yes, it will mess you up.<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=950 |pp=100 |p1=80 |p2=92<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HA |invuln=12-26 Foot<br />
|startup=20 |active=7 |recovery=14+14L |onBlock=-11<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png<br />
|notes= 12~26 Invincible from foot attribute, floor bounce on hit, follow up cancelable 30~40, hit crouching opponent at 24F.<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Air Gauntlet Hades<br />
|damage=750 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=HB |guard=HA |invuln=1-20 Foot<br />
|startup=12 |active=9 |recovery=Until Landing+15L |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png<br />
|notes= 1~20 Invincible from foot attribute, launches on hit, follow up cancelable 24~landing, Hit crouching opponent at 23F.<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=950 |pp=100 |p1=100 |p2=75<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HLA |invuln=<br />
|startup=9 |active=3 |recovery=Until Landing+20L |onBlock=-11<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png<br />
|notes= Launches on hit. Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===214B~214D (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D BK |name=Spin Kick (BK)<br />
|damage=1150 |pp=100 |p1=100 |p2=75<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=H |guard=HLA |invuln=<br />
|startup=9 |active=3 |recovery=Until Landing+20L |onBlock=-11<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png<br />
|notes= Launches on hit. Drains 80% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Dead Spike<br />
|damage=700 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1200 |cancel=R |attribute=HBF (P?) |guard=HLA |invuln=<br />
|startup=32 |active=4 |recovery=23 |onBlock=+3<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_214D.png<br />
|notes= Standing hit staggers 25F, 23F recovery on block, hit stop 6, projectile. Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
===214D (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=special<br />
|input=214D BK |name=Dead Spike<br />
|damage=700 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=800*3 |cancel=R |attribute=HBF (P?) |guard=HLA |invuln=<br />
|startup=32 |active=4 |recovery=23 |onBlock=-1<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_214D.png<br />
|notes= Standing hit staggers 25F, 23F recovery on block, hit stop 0, projectile. Drains 80% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
<br />
==Distortion Drives==<br />
===Carnage Scissors===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1000, 2100 |pp=100 |p1=100 |p2=92, 60<br />
|level=4 |guardDrain=1000, 4000 |cancel=R |attribute=HB |guard=HLA |invuln=9-18 HBFT<br />
|startup=9+4~12 |active=2(48)3 |recovery=30 |onBlock=-28<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_632146D.png<br />
|notes=2nd hit wall bounce\You may cancel the 2nd part by holding C button. (Recovery 47, SD -30)\Start up may vary depends on distance\Drains 30% of the attack damage on hit, 20% on block unless using Barrier.<br />
|caption=The name was raw from day 1<br />
}}<br />
<br />
===Carnage Scissors (BK)===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=super<br />
|input=632146D BK |name=Carnage Scissors (BK)<br />
|damage=1000, 3800 |pp=100 |p1=100 |p2=92, 60<br />
|level=4 |guardDrain=1000, 6000 |cancel=R |attribute=HB |guard=HLA |invuln=9-18 All<br />
|startup=9+4~12 |active=2(48)3 |recovery=30 |onBlock=-28<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_632146D.png<br />
|notes=2nd hit wall bounce\You may cancel the 2nd part by holding C button. (Recovery 47, SD -30)\Start up may vary depends on distance\Drains 80% of the attack damage on hit, 20% on block unless using Barrier.<br />
}}<br />
===Blood Kain===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Blood Kain <br />
|damage= |pp= |p1= |p2=<br />
|level= |guardDrain= |cancel= |attribute= |guard= |invuln=1-19 All<br />
|startup=19+1 |active= |recovery=Total 20 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_214214D.png<br />
|notes=HP decrease 100 points per 20 frames.<br />
|caption=If Dragon Install is so good, why isn't there a-<br />
}}<br />
<br />
===Devoured by Darkness===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=super<br />
|input=214214D BK |name=Devoured by Darkness<br />
|damage=0, 6000 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain= |cancel=R |attribute=HB |guard= |invuln=1-19 All<br />
|startup=16+14 |active=3 |recovery=56 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_214214D_1.png\BBCP_Ragna_the_Bloodedge_214214D_2.png<br />
|notes=first hit staggers (50)\2nd hit launches, and drains HP, not affected by hit count proration\total 70 hits\Blood Kain mode ends in the beginning of the screen freeze.<br />
|caption=&#32;\GIMMIE MY HEALTH BACK<br />
}}<br />
<br />
==Astral Heat==<br />
===Black Onslaught===<br />
{{MoveData-BBCT |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=Death |pp=0 |p1=100 |p2=94<br />
|level=5 |guardDrain=1500 |cancel=R |attribute=HB |guard= |invuln=1-19 All<br />
|startup=2+25 |active=2 |recovery=25 |onBlock=-6<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_2141236C_1.png\BBCS_Ragna_the_Bloodedge_2141236C_2.png<br />
|notes= Cannot be cancelled from normal attacks, but can be done with jump install.<br />
|caption=You read that frame advantage right\And just like that, the round is over<br />
}}<br />
<br />
==Navigation==<br />
{{#lst:BBCT/Navigation}}</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=BBCT/Ragna_the_Bloodedge&diff=402796BBCT/Ragna the Bloodedge2023-07-15T12:04:36Z<p>Johhny: /* Dead Spike */ All of Ragna's normals have more lifesteal during BK than Dead Spike</p>
<hr />
<div>==Overview==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content='''Ragna''' is BBCT's rushdown protagonist and likely easiest character to play. His gameplan is rushdown distilled to its barest essentials: good normals, a few mixup tools, and strong stagger pressure. Ragna's combos are simple, low execution, and very damaging which gives him a level of consistency and ease of use most of the cast in this game would dream to have. Ragna's high damage is balanced out with his low base HP, which can make two touch situations against him very common. While this can be mitigated with his Drive, it's difficult for Ragna to combo into a large series of Drive attacks or incorporate them into his pressure to really make the lifesteal count.<br />
<br />
That's the ''intended vision'' of Ragna. The truth is, the system mechanics of this game do not work with our protagonist in the slightest. Barrier, and by extension Barrier OS, annihilate stagger pressure and strikethrow in this game. For a character like Ragna who thrives on this gameplan, this is crushing. The next thought would be to use Ragna's other moves instead, but what Ragna has to offer outside of this idealized world is truly terrible. Specials with huge recovery, lackluster reward, and other faults give Ragna an ironically inconsistent and middling kit. If you question the authenticity of that statement, the strangeness of Ragna's moves begins as early as his {{clr|C|C}} buttons and their nonsensical framedata, {{MiniMoveCard|input=5C|label=which you can see for yourself}}.<br />
<br />
For a completely truthful summary, Ragna is "good {{clr|B|B}} buttons: the character." While not weak, he's very barebones as he is in CT.<br />
<br />
[https://web.archive.org/web/20110910123028/http://blazblue.byethost13.com/bbct/characters/ragna.html Archived old wiki page.]<br />
}}<br />
{{BBCT/infobox<br />
|fastestAttack = [[#5A|5A]] (5F, whiffs crouchers)<br/>[[#2A|2A]] (7F)<br />
|reversal = <br />
}}<br />
{{ProsAndCons<br />
|intro= is a rushdown character with a unique lifesteal mechanic and great mid-range pokes.<br />
|pros=<br />
*'''Fundamentals Ace''': Has many excellent normals for the mid-to-close ranges. As long as Ragna's nearby, he's the king of the screen.<br />
*'''Inferno Divider''': An incredible DP that's also air OK, which lets Ragna blow himself out of a lot of pressure situations other characters could not.<br />
*'''Simple''': Easy hitconfirms, and most combos are very low execution and give a huge chunk of damage.<br />
*'''Strong Oki Options''': Ragna can route many combos into {{clr|C|3C}} or {{clr|C|22C}}'s restand, giving him strong and safe mixup options after a combo and bypassing the game's tech systems.<br />
|cons=*'''Middling Specials''': The majority of Ragna's special moves are punishable and impractical compared to his other options. You're better off almost never using many of them, which can make Ragna's kit feel limited.<br />
*'''High Risk''': Ragna's lack of fullscreen options and lack of safety doubles over with a low base HP. Ragna can easily be swept out of a round from a few bad calls.<br />
*'''Weak Mixup and Pressure''': Relies on stagger pressure in a game with high pushback and hitstop, and barrier OS shuts down his strikethrow gameplan. Ragna also gets no meaningful followup if he hits you at {{clr|B|5B}} range, which often makes him meter hungry to enforce scarier situations or damage.<br />
}}<br />
</div><br />
<br />
===Unique Mechanics===<br />
{{card|<br />
|header= Drive: Soul Eater<br />
|content=<br />
Ragna's Drive allows him to heal when dealing damage with certain attacks. This offsets Ragna's low starting health, giving him the potential to have one of the highest effective health pools in the game. How much a given Soul Eater attack heals is based on its "Lifesteal" value (noted on each relevant move), and attacks with Soul Eater also deal chip damage equal to their Lifesteal value. Soul Eater will trigger on both damage on hit and chip damage, meaning Ragna will heal against normal block but not Barrier Block (which prevents chip damage).<br />
<br />
Moves with the Soul Eater property heal 30% of the scaled attack damage on hit, and 80% on hit during Blood Kain. On block, Drives drain 15% of the unscaled attack damage while Specials and Distortion Drives drain 20%.<br />
<br />
Note that the "Lifesteal" is simply a heal independent of how much damage an attack actually deals, and does not actually steal life from the opponent or otherwise affect damage.<br />
}}<br />
{{card|<br />
|header=Blood Kain<br />
|content=Bloodguy Install. During Blood Kain, Ragna gains a damage increase, but loses health constantly, which would be inportant to look for, if not for Soul Eater's lifesteal and the BK exclusive Super, Devoured by Darkness, which deals roughly over half of anyone in the cast's hp and heals Ragna for the same amount, basically refunding BK for Ragna at any point. With proper meter management, a Ragna could even keep 100% uptime on BK once it's unleashed, due to Ragna's good meter gain.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCT Move Card<br />
|input=5A<br />
|description=<br />
* Jump cancellable on block<br />
* Whiffs on crouchers<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCT Move Card<br />
|input=5B<br />
|description=<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCT Move Card<br />
|input=5C<br />
|description=<br />
36 Recovery frames and we are only on 5C<br />
* Jump cancellable on hit only<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCT Move Card<br />
|input=2A<br />
|description=<br />
Pressure tool into throw<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCT Move Card<br />
|input=2B<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCT Move Card<br />
|input=2C<br />
|description=<br />
A normal notable in later games primarily due to its short recovery, plus frame(s) on block; and in BBCSE, fatal starter property.<br />
<br />
In this game, it's active for one third the time, takes four to five business days to recover, and is -7 on block. Still retains the same poor-for-footsies hitbox it's known to possess.<br />
<br />
Can maybe be stuffed into a combo if you really want to see the animation.<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCT Move Card<br />
|input=6A<br />
|description=<br />
* Jump cancellable on block<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCT Move Card<br />
|input=6B<br />
|description=<br />
Basic command normal overhead with safety on block and good reward due to the more open gatling structure Ragna has here.<br />
<br />
In this game, it gatlings directly into 5C and then 6C for a crouching confirm, leading to very substantial meterless damage if the opponent gets snagged by this. However, unlike in later games, it doesn't force crouch on hit, so if you do ever hit a standing opponent with it you probably just want to go for a basic 5C->214A.<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCT Move Card<br />
|input=6C<br />
|description=<br />
Crouching confirm and used for absolutely nothing else ever. Does lead to good damage and A BBCT Air Knockdownâ„¢ (read: a poor one) but should never be integrated into neutral, pressure, or non-CH confirms against a standing opponent.<br />
<br />
* 2nd hit is jump cancellable on block<br />
* Dash cancellable on connect<br />
* 5C and 2C only gatling into 6C on hit<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCT Move Card<br />
|input=3C<br />
|description=<br />
* Jump cancellable on block<br />
* When used in a combo, enables use of {{clr|C|22C}}<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCT Move Card<br />
|input=j.A<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCT Move Card<br />
|input=j.B<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCT Move Card<br />
|input=j.C<br />
}}<br />
<br />
==Drive Moves==<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCT Move Card<br />
|input=5D, 5D BK<br />
|versioned=input<br />
|description=<br />
* Dash cancellable on connect<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCT Move Card<br />
|input=2D, 2D BK<br />
|versioned=input<br />
|description=<br />
* When used in a combo, enables use of {{clr|C|22C}}<br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCT Move Card<br />
|input=6D, 6D BK<br />
|versioned=input<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCT Move Card<br />
|input=j.D, j.D BK<br />
|versioned=input<br />
|description=Driveloop<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCT Move Card<br />
|input=B+C<br />
|description=<br />
Notable for the height adjustment making Gauntlet -> Spin Kick actually give you a workable combo against most characters.<br />
<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCT Move Card<br />
|input=4B+C<br />
|description=<br />
Same with forward throw in making Gauntlet function, but the height adjustment is a bit different and requires different timing.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCT Move Card<br />
|input=j.B+C<br />
|description=<br />
<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while blocking}}<br />
{{BBCT Move Card<br />
|input=6A+B while Blocking<br />
|description=<br />
* Works like most other attack-type Counter Assaults<br />
Ragna's CA is nice in that it reuses his {{clr|B|5B}} animation, hitbox and all, however it doesn't see much use due to the potency of Instant/Barrier Blocking and Ragna's DP with meter stocked in general. It still has its uses against characters who have the means to run extended gapless blockstrings that may force Guard Libra Crush on him, such as {{CLabel|BBCT|Litchi}} or {{CLabel|BBCT|Carl}}.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Not Over Yet</big>===<br />
{{InputBadge|{{clr|C|22C}} on downed opponent}}<br />
{{BBCT Move Card<br />
|input=22C<br />
|description=<br />
A restanding attack that allows Ragna to either continue a combo or pressure afterwards, bypassing the knockdown system entirely. After landing 22C, dash {{clr|A|2A}} or {{clr|B|5B}} are great for catching mashing and getting Ragna back in his ideal range, the latter also working better for combos.<br />
<br />
In spite of its strengths, compared to {{clr|C|3C}} it's certainly not Ragna's best oki option. It's easily disrespected by other reversals, which is less than ideal in certain matchups where Ragna will struggle to regain footing afterwards or face catastrophic damage. The plus side to 22C is that it's much easier to use, and the bonus 800 unscaled damage is difficult to pass up.<br />
* Can only be used if the opponent has been knocked down at least once in the string.<br />
* Restands and staggers on hit.<br />
* Ignores scaling, always dealing 800 damage.<br />
}}<br />
<br />
===<big>Hell's Fang (+ Follow-Up)</big>===<br />
{{InputBadge|{{clr|A|214A}}(~{{clr|D|214D}})}}<br />
{{BBCT Move Card<br />
|input=214A,214A~214D<br />
|versioned=input<br />
|description=<br />
Ragna's generic combo ender special. Unlike later games, it's practically impossible to combo after the follow-up midscreen using a Rapid Cancel. However, its very easy to link {{clr|A|214A}} by itself into {{clr|A|5A}} on airborne opponents.<br />
}}<br />
<br />
===<big>C Inferno Divider</big>===<br />
{{InputBadge|{{clr|C|623C}} (Air OK)}}<br />
{{BBCT Move Card<br />
|input=623C,j.623C<br />
|versioned=input<br />
|description=<br />
The reversal version. Very reliable at what it does and gets Ragna out of things other characters struggle with, particularly Carl's Bubble loops.<br />
}}<br />
<br />
===<big>D Inferno Divider</big>===<br />
{{InputBadge|{{clr|D|623D}} (Air OK)}}<br />
{{BBCT Move Card<br />
|input=623D,j.623D,623D BK, j.623D BK<br />
|versioned=input<br />
|description=<br />
The combo version. Being a {{clr|D|D}} move it both steals life and benefits from Blood Kain.<br />
}}<br />
<br />
===<big>Uppercut</big>===<br />
{{InputBadge|{{clr|C|236C}} after Inferno Divider}}<br />
{{BBCT Move Card<br />
|input=236C after Inferno Divider<br />
|description=<br />
That one in the middle. This and all other Inferno Divider followups have an incredibly lenient cancel window compared to other games, letting you adjust for height appropriately.<br />
}}<br />
<br />
===<big>Straight Punch</big>===<br />
{{InputBadge|{{clr|C|236C}} after Uppercut}}<br />
{{BBCT Move Card<br />
|input=236C after Uppercut<br />
|description=<br />
* Wallbounces on hit.<br />
Gives a huge wallbounce for combo extensions.<br />
}}<br />
<br />
===<big>Ax Kick</big>===<br />
{{InputBadge|{{clr|C|214C}} after Uppercut}}<br />
{{BBCT Move Card<br />
|input=214C after Uppercut<br />
|description=<br />
* Knocks down on hit.<br />
Ragna's generic air combo ender, as he has nothing else in this game. Doesn't steal any life like later games.<br />
<br />
Despite the input difference, the much more lenient timing to use Ax Kick will often allow you to fudge the input and still have time to correct it. Opponents may also fall out of Ax Kick at extreme heights, so you can use this window to delay it and make sure it connects properly. The same can be said for Straight Punch.<br />
}}<br />
<br />
===<big>Gauntlet Hades (+ Spin Kick)</big>===<br />
{{InputBadge|{{clr|B|214B}} {{clr|D|(~214D)}} (Air OK)}}<br />
{{BBCT Move Card<br />
|input=214B,j.214B,214B~214D,214B~214D BK<br />
|versioned=input<br />
|description=<br />
* Ground version hits crouching opponents on frame 24.<br />
* Air version hits crouching opponents on frame 23.<br />
* Has a tendency to whiff on all crouchers, except for the Bad characters, at certain spacing midscreen and at close range in the corner.<br />
Gauntlet Hades is an alternate overhead option and combo extender for Ragna. Due to its unsafety on block and no cancel options except for an equally unsafe follow-up, Gauntlet Hades as a raw mix-up is often a death sentence without the use of RC as opposed to {{clr|B|6B}}. <br />
<br />
Very difficult to combo out of on its own, but very reliable after a close-range {{clr|C|6C}}. The Spin Kick follow-up must be delayed so {{clr|B|5B}} combos properly afterwards.<br />
}}<br />
<br />
===<big>Dead Spike</big>===<br />
{{InputBadge|{{clr|D|214D}}}}<br />
{{BBCT Move Card<br />
|input=214D, 214D BK<br />
|versioned=input<br />
|description=<br />
<br />
* Worthless in combos<br />
* Easy Instant Block timing<br />
<br />
An okay corner pressure extender. No projectile attribute but still acts like one, meaning that it doesn't provide any additional pushback on hit or block. If your opponent is using barrier while their back is to the wall, it's usually safe to throw this out. +3 on regular block means you can get back in range with microdash {{clr|A|2A}} or {{clr|B|5B|}} and continue pressure. This move also staggers on counter hit, so if you manage to catch a mashing opponent you can get a full corner combo. The downside is that this move is very slow and heavily telegraphed, so good players can easily IB it and deny you any reward.<br />
<br />
This move becomes worthless during Blood Kain, possibly to make the mode more risky. The three extra hits gives the move twice as much Guard Crash damage and some healthy lifesteal gain, but it loses it's frame advantage on block ''and'' it's stagger property on counter hit. Truth be told, you really shouldn't be looking for pressure extensions if you're in BK, because the fact that the opponent is blocking you succcesfully is bad enough.<br />
}}<br />
<br />
==Distortion Drives==<br />
===<big>Carnage Scissors</big>===<br />
{{InputBadge|{{clr|D|632146D}} (Hold OK)}}<br />
{{BBCT Move Card<br />
|input=632146D, 632146D BK<br />
|versioned=input<br />
|description=<br />
* Hold {{clr|D|D}} to stop the 2nd hit from coming out.<br />
Ragna's anti-zoning and reversal super.<br />
}}<br />
<br />
===<big>Blood Kain</big>===<br />
{{InputBadge|{{clr|D|214214D}}}}<br />
{{BBCT Move Card<br />
|input=214214D<br />
|description=<br />
An install super that buffs Ragna's {{clr|D|D}} normals and specials. The lifesteal on hit increases from 30% to 80%, and they gain more damage and far better properties as well. In exchange, his health bar ticks down 100 points every 20 frames until the timer expires. He also gains access to a unique super, Devoured by Darkness.<br />
}}<br />
<br />
===<big>Devoured by Darkness</big>===<br />
{{InputBadge|{{clr|D|214214D}} in Blood Kain}}<br />
{{BBCT Move Card<br />
|input=214214D BK<br />
|description=<br />
* Entirely unblockable, but also entirely avoidable.<br />
Only available in Blood Kain. Requires another 50 meter to use and ends BK, but deals high damage and absorbs 100% of the damage dealt in lifesteal. It's extremely slow to activate, and all characters can mash 5A on reaction and punish, so it's only practical use is as a combo ender <br />
}}<br />
<br />
==Astral Heat==<br />
===<big>Black Onslaught</big>===<br />
{{InputBadge|{{clr|C|2141236C}} when Astral conditions are met}}<br />
{{BBCT Move Card<br />
|input=2141236C<br />
|description=<br />
Knock 'em dead, champ.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCT|Ragna the Bloodedge|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCT/Navigation}}<br />
<br />
[[Category:BBCT Character]]</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=BBCT/Ragna_the_Bloodedge&diff=402452BBCT/Ragna the Bloodedge2023-07-14T12:44:24Z<p>Johhny: </p>
<hr />
<div>==Overview==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content='''Ragna''' is BBCT's rushdown protagonist and likely easiest character to play. His gameplan is rushdown distilled to its barest essentials: good normals, a few mixup tools, and strong stagger pressure. Ragna's combos are simple, low execution, and very damaging which gives him a level of consistency and ease of use most of the cast in this game would dream to have. Ragna's high damage is balanced out with his low base HP, which can make two touch situations against him very common. While this can be mitigated with his Drive, it's difficult for Ragna to combo into a large series of Drive attacks or incorporate them into his pressure to really make the lifesteal count.<br />
<br />
That's the ''intended vision'' of Ragna. The truth is, the system mechanics of this game do not work with our protagonist in the slightest. Barrier, and by extension Barrier OS, annihilate stagger pressure and strikethrow in this game. For a character like Ragna who thrives on this gameplan, this is crushing. The next thought would be to use Ragna's other moves instead, but what Ragna has to offer outside of this idealized world is truly terrible. Specials with huge recovery, lackluster reward, and other faults give Ragna an ironically inconsistent and middling kit. If you question the authenticity of that statement, the strangeness of Ragna's moves begins as early as his {{clr|C|C}} buttons and their nonsensical framedata, {{MiniMoveCard|input=5C|label=which you can see for yourself}}.<br />
<br />
For a completely truthful summary, Ragna is "good {{clr|B|B}} buttons: the character." While not weak, he's very barebones as he is in CT.<br />
<br />
[https://web.archive.org/web/20110910123028/http://blazblue.byethost13.com/bbct/characters/ragna.html Archived old wiki page.]<br />
}}<br />
{{BBCT/infobox<br />
|fastestAttack = [[#5A|5A]] (5F, whiffs crouchers)<br/>[[#2A|2A]] (7F)<br />
|reversal = <br />
}}<br />
{{ProsAndCons<br />
|intro= is a rushdown character with a unique lifesteal mechanic and great mid-range pokes.<br />
|pros=<br />
*'''Fundamentals Ace''': Has many excellent normals for the mid-to-close ranges. As long as Ragna's nearby, he's the king of the screen.<br />
*'''Inferno Divider''': An incredible DP that's also air OK, which lets Ragna blow himself out of a lot of pressure situations other characters could not.<br />
*'''Simple''': Easy hitconfirms, and most combos are very low execution and give a huge chunk of damage.<br />
*'''Strong Oki Options''': Ragna can route many combos into {{clr|C|3C}} or {{clr|C|22C}}'s restand, giving him strong and safe mixup options after a combo and bypassing the game's tech systems.<br />
|cons=*'''Middling Specials''': The majority of Ragna's special moves are punishable and impractical compared to his other options. You're better off almost never using many of them, which can make Ragna's kit feel limited.<br />
*'''High Risk''': Ragna's lack of fullscreen options and lack of safety doubles over with a low base HP. Ragna can easily be swept out of a round from a few bad calls.<br />
*'''Weak Mixup and Pressure''': Relies on stagger pressure in a game with high pushback and hitstop, and barrier OS shuts down his strikethrow gameplan. Ragna also gets no meaningful followup if he hits you at {{clr|B|5B}} range, which often makes him meter hungry to enforce scarier situations or damage.<br />
}}<br />
</div><br />
<br />
===Unique Mechanics===<br />
{{card|<br />
|header= Drive: Soul Eater<br />
|content=<br />
Ragna's Drive allows him to heal when dealing damage with certain attacks. This offsets Ragna's low starting health, giving him the potential to have one of the highest effective health pools in the game. How much a given Soul Eater attack heals is based on its "Lifesteal" value (noted on each relevant move), and attacks with Soul Eater also deal chip damage equal to their Lifesteal value. Soul Eater will trigger on both damage on hit and chip damage, meaning Ragna will heal against normal block but not Barrier Block (which prevents chip damage).<br />
<br />
Moves with the Soul Eater property heal 30% of the scaled attack damage on hit, and 80% on hit during Blood Kain. On block, Drives drain 15% of the unscaled attack damage while Specials and Distortion Drives drain 20%.<br />
<br />
Note that the "Lifesteal" is simply a heal independent of how much damage an attack actually deals, and does not actually steal life from the opponent or otherwise affect damage.<br />
}}<br />
{{card|<br />
|header=Blood Kain<br />
|content=Bloodguy Install. During Blood Kain, Ragna gains a damage increase, but loses health constantly, which would be inportant to look for, if not for Soul Eater's lifesteal and the BK exclusive Super, Devoured by Darkness, which deals roughly over half of anyone in the cast's hp and heals Ragna for the same amount, basically refunding BK for Ragna at any point. With proper meter management, a Ragna could even keep 100% uptime on BK once it's unleashed, due to Ragna's good meter gain.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCT Move Card<br />
|input=5A<br />
|description=<br />
* Jump cancellable on block<br />
* Whiffs on crouchers<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCT Move Card<br />
|input=5B<br />
|description=<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCT Move Card<br />
|input=5C<br />
|description=<br />
36 Recovery frames and we are only on 5C<br />
* Jump cancellable on hit only<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCT Move Card<br />
|input=2A<br />
|description=<br />
Pressure tool into throw<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCT Move Card<br />
|input=2B<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCT Move Card<br />
|input=2C<br />
|description=<br />
A normal notable in later games primarily due to its short recovery, plus frame(s) on block; and in BBCSE, fatal starter property.<br />
<br />
In this game, it's active for one third the time, takes four to five business days to recover, and is -7 on block. Still retains the same poor-for-footsies hitbox it's known to possess.<br />
<br />
Can maybe be stuffed into a combo if you really want to see the animation.<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCT Move Card<br />
|input=6A<br />
|description=<br />
* Jump cancellable on block<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCT Move Card<br />
|input=6B<br />
|description=<br />
Basic command normal overhead with safety on block and good reward due to the more open gatling structure Ragna has here.<br />
<br />
In this game, it gatlings directly into 5C and then 6C for a crouching confirm, leading to very substantial meterless damage if the opponent gets snagged by this. However, unlike in later games, it doesn't force crouch on hit, so if you do ever hit a standing opponent with it you probably just want to go for a basic 5C->214A.<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCT Move Card<br />
|input=6C<br />
|description=<br />
Crouching confirm and used for absolutely nothing else ever. Does lead to good damage and A BBCT Air Knockdownâ„¢ (read: a poor one) but should never be integrated into neutral, pressure, or non-CH confirms against a standing opponent.<br />
<br />
* 2nd hit is jump cancellable on block<br />
* Dash cancellable on connect<br />
* 5C and 2C only gatling into 6C on hit<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCT Move Card<br />
|input=3C<br />
|description=<br />
* Jump cancellable on block<br />
* When used in a combo, enables use of {{clr|C|22C}}<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCT Move Card<br />
|input=j.A<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCT Move Card<br />
|input=j.B<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCT Move Card<br />
|input=j.C<br />
}}<br />
<br />
==Drive Moves==<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCT Move Card<br />
|input=5D, 5D BK<br />
|versioned=input<br />
|description=<br />
* Dash cancellable on connect<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCT Move Card<br />
|input=2D, 2D BK<br />
|versioned=input<br />
|description=<br />
* When used in a combo, enables use of {{clr|C|22C}}<br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCT Move Card<br />
|input=6D, 6D BK<br />
|versioned=input<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCT Move Card<br />
|input=j.D, j.D BK<br />
|versioned=input<br />
|description=Driveloop<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCT Move Card<br />
|input=B+C<br />
|description=<br />
Notable for the height adjustment making Gauntlet -> Spin Kick actually give you a workable combo against most characters.<br />
<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCT Move Card<br />
|input=4B+C<br />
|description=<br />
Same with forward throw in making Gauntlet function, but the height adjustment is a bit different and requires different timing.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCT Move Card<br />
|input=j.B+C<br />
|description=<br />
<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while blocking}}<br />
{{BBCT Move Card<br />
|input=6A+B while Blocking<br />
|description=<br />
* Works like most other attack-type Counter Assaults<br />
Ragna's CA is nice in that it reuses his {{clr|B|5B}} animation, hitbox and all, however it doesn't see much use due to the potency of Instant/Barrier Blocking and Ragna's DP with meter stocked in general. It still has its uses against characters who have the means to run extended gapless blockstrings that may force Guard Libra Crush on him, such as {{CLabel|BBCT|Litchi}} or {{CLabel|BBCT|Carl}}.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Not Over Yet</big>===<br />
{{InputBadge|{{clr|C|22C}} on downed opponent}}<br />
{{BBCT Move Card<br />
|input=22C<br />
|description=<br />
A restanding attack that allows Ragna to either continue a combo or pressure afterwards, bypassing the knockdown system entirely. After landing 22C, dash {{clr|A|2A}} or {{clr|B|5B}} are great for catching mashing and getting Ragna back in his ideal range, the latter also working better for combos.<br />
<br />
In spite of its strengths, compared to {{clr|C|3C}} it's certainly not Ragna's best oki option. It's easily disrespected by other reversals, which is less than ideal in certain matchups where Ragna will struggle to regain footing afterwards or face catastrophic damage. The plus side to 22C is that it's much easier to use, and the bonus 800 unscaled damage is difficult to pass up.<br />
* Can only be used if the opponent has been knocked down at least once in the string.<br />
* Restands and staggers on hit.<br />
* Ignores scaling, always dealing 800 damage.<br />
}}<br />
<br />
===<big>Hell's Fang (+ Follow-Up)</big>===<br />
{{InputBadge|{{clr|A|214A}}(~{{clr|D|214D}})}}<br />
{{BBCT Move Card<br />
|input=214A,214A~214D<br />
|versioned=input<br />
|description=<br />
Ragna's generic combo ender special. Unlike later games, it's practically impossible to combo after the follow-up midscreen using a Rapid Cancel. However, its very easy to link {{clr|A|214A}} by itself into {{clr|A|5A}} on airborne opponents.<br />
}}<br />
<br />
===<big>C Inferno Divider</big>===<br />
{{InputBadge|{{clr|C|623C}} (Air OK)}}<br />
{{BBCT Move Card<br />
|input=623C,j.623C<br />
|versioned=input<br />
|description=<br />
The reversal version. Very reliable at what it does and gets Ragna out of things other characters struggle with, particularly Carl's Bubble loops.<br />
}}<br />
<br />
===<big>D Inferno Divider</big>===<br />
{{InputBadge|{{clr|D|623D}} (Air OK)}}<br />
{{BBCT Move Card<br />
|input=623D,j.623D,623D BK, j.623D BK<br />
|versioned=input<br />
|description=<br />
The combo version. Being a {{clr|D|D}} move it both steals life and benefits from Blood Kain.<br />
}}<br />
<br />
===<big>Uppercut</big>===<br />
{{InputBadge|{{clr|C|236C}} after Inferno Divider}}<br />
{{BBCT Move Card<br />
|input=236C after Inferno Divider<br />
|description=<br />
That one in the middle. This and all other Inferno Divider followups have an incredibly lenient cancel window compared to other games, letting you adjust for height appropriately.<br />
}}<br />
<br />
===<big>Straight Punch</big>===<br />
{{InputBadge|{{clr|C|236C}} after Uppercut}}<br />
{{BBCT Move Card<br />
|input=236C after Uppercut<br />
|description=<br />
* Wallbounces on hit.<br />
Gives a huge wallbounce for combo extensions.<br />
}}<br />
<br />
===<big>Ax Kick</big>===<br />
{{InputBadge|{{clr|C|214C}} after Uppercut}}<br />
{{BBCT Move Card<br />
|input=214C after Uppercut<br />
|description=<br />
* Knocks down on hit.<br />
Ragna's generic air combo ender, as he has nothing else in this game. Doesn't steal any life like later games.<br />
<br />
Despite the input difference, the much more lenient timing to use Ax Kick will often allow you to fudge the input and still have time to correct it. Opponents may also fall out of Ax Kick at extreme heights, so you can use this window to delay it and make sure it connects properly. The same can be said for Straight Punch.<br />
}}<br />
<br />
===<big>Gauntlet Hades (+ Spin Kick)</big>===<br />
{{InputBadge|{{clr|B|214B}} {{clr|D|(~214D)}} (Air OK)}}<br />
{{BBCT Move Card<br />
|input=214B,j.214B,214B~214D,214B~214D BK<br />
|versioned=input<br />
|description=<br />
* Ground version hits crouching opponents on frame 24.<br />
* Air version hits crouching opponents on frame 23.<br />
* Has a tendency to whiff on all crouchers, except for the Bad characters, at certain spacing midscreen and at close range in the corner.<br />
Gauntlet Hades is an alternate overhead option and combo extender for Ragna. Due to its unsafety on block and no cancel options except for an equally unsafe follow-up, Gauntlet Hades as a raw mix-up is often a death sentence without the use of RC as opposed to {{clr|B|6B}}. <br />
<br />
Very difficult to combo out of on its own, but very reliable after a close-range {{clr|C|6C}}. The Spin Kick follow-up must be delayed so {{clr|B|5B}} combos properly afterwards.<br />
}}<br />
<br />
===<big>Dead Spike</big>===<br />
{{InputBadge|{{clr|D|214D}}}}<br />
{{BBCT Move Card<br />
|input=214D, 214D BK<br />
|versioned=input<br />
|description=<br />
<br />
Slow as all hell and has next to zero hitstun on both grounded and airborne opponents, making this worthless in combos. Has no dash cancel as well, even if it did have untech. If you manage to get someone to sit still without barriering in CT, you're rewarded with 3 frames of advantage, still a weighty amount of pushback considering the lack of dash cancel, and a tick of lifesteal. <br />
<br />
This is mostly leveraged through pressing 5B after which is the main thing that'll keep them sitting still, but by that point you're out of range to enforce any kind of mixup.<br />
<br />
The Blood Kain version absolutely SHREDS the guard gauge but is still agonizingly slow, not to mention that if they're blocking and you're in Blood Kain you've already lost. Manages to lose its frame advantage to put insult to injury, the additional hits even add extra pushback that make it harder to actually get someone to stand still and respect the voluntary Blood Rage you've inflicted yourself with. It does hit 3 times which combined with the extra lifesteal from Blood Kain makes this Ragna's best lifesteal move that doesn't cost meter, so that's something.<br />
}}<br />
<br />
==Distortion Drives==<br />
===<big>Carnage Scissors</big>===<br />
{{InputBadge|{{clr|D|632146D}} (Hold OK)}}<br />
{{BBCT Move Card<br />
|input=632146D, 632146D BK<br />
|versioned=input<br />
|description=<br />
* Hold {{clr|D|D}} to stop the 2nd hit from coming out.<br />
Ragna's anti-zoning and reversal super.<br />
}}<br />
<br />
===<big>Blood Kain</big>===<br />
{{InputBadge|{{clr|D|214214D}}}}<br />
{{BBCT Move Card<br />
|input=214214D<br />
|description=<br />
An install super that buffs Ragna's {{clr|D|D}} normals and specials. The lifesteal on hit increases from 30% to 80%, and they gain more damage and far better properties as well. In exchange, his health bar ticks down 100 points every 20 frames until the timer expires. He also gains access to a unique super, Devoured by Darkness.<br />
}}<br />
<br />
===<big>Devoured by Darkness</big>===<br />
{{InputBadge|{{clr|D|214214D}} in Blood Kain}}<br />
{{BBCT Move Card<br />
|input=214214D BK<br />
|description=<br />
* Entirely unblockable, but also entirely avoidable.<br />
Only available in Blood Kain. Requires another 50 meter to use and ends BK, but deals high damage and absorbs 100% of the damage dealt in lifesteal. It's extremely slow to activate, and all characters can mash 5A on reaction and punish, so it's only practical use is as a combo ender <br />
}}<br />
<br />
==Astral Heat==<br />
===<big>Black Onslaught</big>===<br />
{{InputBadge|{{clr|C|2141236C}} when Astral conditions are met}}<br />
{{BBCT Move Card<br />
|input=2141236C<br />
|description=<br />
Knock 'em dead, champ.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCT|Ragna the Bloodedge|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCT/Navigation}}<br />
<br />
[[Category:BBCT Character]]</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGACR/Ky_Kiske/EX&diff=234069GGACR/Ky Kiske/EX2021-10-09T08:43:03Z<p>Johhny: /* Navigation */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|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.<br />
<br />
If you’re looking for a dirtier, less honest take on Ky’s usual playstyle, EX Ky may be for you.<br />
<br />
|lore= A former captain of the Sacred Order of Holy Knights.<br><br />
Ky's zeal and sincerity make him a valuable asset to his allies, and a target for his enemies.<br><br />
Now he investigates the Post-War Administration Bureau to bring justice to the corrupt system, though he is starting to have some doubts on his black and white worldview.<br><br />
He employs skillful swordplay and a magic blade, Thunderseal, in his fighting style, utilizing techniques that are peerless in strength and skill.<br><br />
Ky must balance his duties with the safety of his friends and family.<br />
|voice_actor= Takeshi Kusao<br />
|summary= is the resident "shoto" of ''Guilty Gear'', with a balanced toolkit and answers for almost every situation. <br />
|pros=<br />
* '''Better Reversal''': Vapor Thrust has been given some extra horizontal range early in the animation, making it actually a little useful on wakeup<br />
* '''New Mixup''': Hard to see overheads and a command grab gives Ky more ways to add threats to his blockstrings<br />
* '''FB Lightning Strike''': Very good counter zoning tool for times where the opponent can’t be dealt with by stun edge<br />
|cons=<br />
* '''No Stun Dipper''': Can’t reliably low profile his way through offense<br />
* '''Worse Greed Sever''': It’s extremely slow and telegraphed, and useless in combos.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|RF1QTDpgM0Q|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normals==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
A well-rounded jab. Ky generally has better options for most situations but you can set up frame traps, bait [[GGACR/Defense#Bursts|Bursts]], and anti-air with it.<br />
*Good vertical range.<br />
*Nice backup anti-air when {{clr|1|6P}} would fail (like if you were [[Crossup|crossed up]]).<br />
*Gatlings into any other attack.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5K.png|Literally footsies<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5K-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Ky_5K-2-Hitbox.png|Frames 7-9<br />
GGXXACPR_Ky_5K-3-Hitbox.png|Frames 10-12<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
Ky's main normal for okizeme and low mixup. Super fast, active for a long time, and hits low.<br />
*Hits surprisingly high up.<br />
*Active enough to catch backdashes.<br />
'''Additional Frame Data:''' ''80% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_cS.png|Multipurpose normal.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_cS-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
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|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.<br />
*Lots of options on hit or block.<br />
*Hits really high up, so it works as an anti-air.<br />
*Preferred normal to throw [[Option Select|option select]] with.<br />
*Preferred normal to [[GGACR/Movement#Jump Install | Jump Install]] in specific combos.<br />
*Long hitstun on [[GGACR/Offense#Counter Hits (CH)| CH]], enough to combo into {{clr|4|3H}}.<br />
*Often used to frame trap due to its high reward on CH.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_fS.png|Transcontinental normal<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_fS-1-Hitbox.png|Frames 10-12<br />
GGXXACPR_Ky_fS-2-Hitbox.png|Frames 13-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
A long reaching normal best used to space out your opponent from medium to far range. Usually cancelled into {{clr|3|2S}} or 236H/S, depending on range. It's recommended to be careful using it against characters who have low profiling moves such as [[GGACR/Ky Kiske#Stun Dipper| Stun Dipper]] and [[GGACR/Sol_Badguy#Grand/Ground Viper| Sol's Grand Viper]] along with Zappa's run and Faust's crouch walk.<br />
*Extends hurtbox significantly<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|2S}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
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.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6P.png|[https://sp.nicovideo.jp/watch/sm489869 D.G.E]<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_6P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Ky's go-to anti-air, and a good combo starter on Counter Hit. This is generally used instead of {{clr|4|2H}} when you're specifically reacting to a deep jump in, since it is fast and has invul. Often cancelled into {{clr|3|c.S}} for safety in the event of a clash or to hit confirm.<br />
*Upper body invulnerable early in the animation, then above-knees invulnerable for the rest.<br />
*Its invul can be used to beat some defensive options, such as [[GGACR/Defense#Dead Angle Attack (DAA) | DAA]], or [[GGACR/Ky Kiske#Vapor Thrust | Vapor Thrust]].<br />
*Floats and blows opponent back a far distance on CH. <br />
*Often used as a frame trap due to high reward on CH.<br />
*Sometimes used to start [[GGACR/Ky Kiske/Combos#6H Wallbounce / Loop| 6H loops]] on CH from very close hits.<br />
'''Additional Frame Data:''' ''Upper body invincible 1~6F. Above knees invincible 7~13F. Blows back opponent on CH (untechable for 56F on ground hit, air hit for 28F). 90% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_6K-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6K}}<br />
|}<br />
==== ====<br />
Slower than his normal version, but causes ground slide on hit that can be converted into damage in the corner.<br />
*Moves Ky forward.<br />
*0 on [[GGACR/Defense#Instant Block (IB)| IB]].<br />
<br />
<br />
'''Additional Frame Data:''' ''Puts opponent in blowback state on air hit (untechable 25F).''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_3H.png|Go ahead, mash that DP<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_3H-1-Hitbox.png|1st Hit (Frames 23-30)<br />
GGXXACPR_Ky_3H-2-Hitbox.png|2nd Hit (Frame 31)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
|}<br />
==== ====<br />
A powerful attack for okizeme when you have enough time to use it. Ky's slowest grounded normal other than {{clr|5|5D}}, in exchange for being ultra plus on block and [[Option Select|option selecting]] most reversals when timed correctly.<br />
<br />
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 Robo Ky it's a 1f window to correctly bait his Level 2/3 DP and have the second hit of 3H connect, because it has only 3f of startup. Against Ky you have a much larger window due to his Vapor Thrust having 11f of startup.<br />
<br />
*Hits 2 times.<br />
*Forces opponent into crouching state on hit.<br />
*Heavily increases Guard Gauge.<br />
*The 2nd hit is a common target for [[GGACR/Defense#Slashback (SB)| SB.]] Though this will negate Ky's absurd frame advantage, he is still safe.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5D.png|Don't be careless with this dust!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5D-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Offense#Impossible Dust| Impossible Dust]] combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2P.png|The Linker<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
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. <br><br />
*Though this is his fastest normal, 2K may be the preferred link in certain situations where its superior range is necessary.<br />
'''Additional Frame Data:''' ''80% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2K.png|Exhibit A: "What defines a crouching light kick"<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2K-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
A fast, low risk poke in neutral, especially when dashing in.<br />
*Has very good range for its speed.<br />
*Being low to the ground avoids airdash attacks.<br />
'''Additional Frame Data''' ''70% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2S-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|}<br />
==== ====<br />
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 {{clr|5|2D}}. Often cancelled into Stun Edge on hit or block, or layered with a {{clr|5|2D}} input to combo into a knockdown at closer ranges.<br />
*Quite a disjointed hitbox.<br />
*Being low to the ground avoids airdash attacks.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2H.png|'''Keep The Flag Flying'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2H-1-Hitbox.png|Frames 12-13<br />
GGXXACPR_Ky_2H-2-Hitbox.png|Frames 14-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
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.<br />
*Pulls in on air hit.<br />
*Launches on Counter Hit.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2D.png|Some say it's still active to this day...<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2D-1-Hitbox.png|Frames 7-12<br />
GGXXACPR_Ky_2D-2-Hitbox.png|Frames 13-17<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
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. <br />
*Hilariously long active frames<br />
'''Additional Frame Data:''' ''85% initial proration.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jP.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jP-1-Hitbox.png|Frames 6-8<br />
GGXXACPR_Ky_jP-2-Hitbox.png|Frames 9-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
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 {{clr|3|j.S}}.<br />
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.<br />
*Burst safe.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jK.png|A go-to option for air-to-air tactics.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jK-1-Hitbox.png|Frames 7-10<br />
GGXXACPR_Ky_jK-2-Hitbox.png|Frames 11-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
A big air poke used to stuff moves from far away. Great in general for air-to-air fights. <br />
*Crosses up.<br />
*Not jump cancellable, so cancels into {{clr|1|j.P}} or {{clr|3|j.S}} for air combos.<br />
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jS.png|Tingly (yet great) option to air combos.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jS-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
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 [[Fuzzy Overhead|f-shiki mixups]] off of a deep j.S due to its big vertical hitbox.<br />
*Crosses up.<br />
*Air combo filler.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jH.png|Get dunked.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jH-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
A massive swipe that's great for space control, and Ky's go-to landing move, especially when performing a safejump. Cancel into j.236S/H/D 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. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jD.png|Stop! You violated the law. Stop mashing or be served your punishment. Your airspace is now forfeit.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
{{clr|5|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 [[GGACR/Ky Kiske/Strategy#J.D|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 {{clr|1|j.P}} and {{clr|2|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.<br />
<br />
The landing recovery for {{clr|5|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.<br />
<br />
*Stops Ky's air momentum on use.<br />
*Remains even if Ky blocks, but disappears if Ky is hit.<br />
*Hard to hit short characters like Zappa and Faust.<br />
'''Additional Frame Data:''' ''Floats opponent on ground hit (untechable for 28F). Floats opponent higher on CH (untechable for 46F). Landing recovery 11F. Ky is in CH state until 16F. Is a projectile. If {{clr|5|j.D}} makes contact with another projectile, {{clr|5|j.D's}} hitbox immediately disappears. Cannot perform a second {{clr|5|j.D}} until first {{clr|5|j.D}} disappears.''<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_throw.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Ky Kiske/Combos#Throw Combos|a combo]] to make your mixup more punishing.<br />
* 2f FRC point at 59~60f.<br />
'''Additional Frame Data:''' ''Knocks down. 50% forced proration.''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_airThrow.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
Air throw that wallbounces in the corner, link with 2P for [[GGACR/Ky Kiske/Combos#Throw Combos|a combo.]] Option Select with j.P or j.K for safety. <br><br />
'''Additional Frame Data:''' ''Wall bounces opponent on hit (untechable for 60F). 50% forced proration.''<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
While useful in a pinch, Ky has a lot of defensive options you should consider using before committing to this unsafe guard cancel.<br />
*Uses 6P's animation.<br />
*Wallbounces in the corner.<br />
<br />
'''Additional Frame Data:''' ''Total length of animation: 38F. Fully invincible 1~14F. Throw invincible 15~32F. Wall bounces opponent on hit (untechable for 28F). Initial prorate 50%.''<br />
<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_StunEdge.png| Coconut!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
|-<br />
{{AttackVersion|name={{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
A fast, single hit projectile. Good for controlling space. FRC to force your way in at neutral, reset pressure, or in [[GGACR/Ky Kiske/Combos#Stun Edge FRC|difficult optimal damage combos.]]<br />
*The {{clr|3|S}} version comes out very fast and recovers quickly.<br />
*Good harassment tool for ending blockstrings and cancelling from {{clr|3|f.S}} or {{clr|3|2S}}.<br />
*Opponents can Instant Air Dash over it to punish continued use.<br />
*2F FRC point at 22~23F, when Ky's cape comes back to rest on his legs.<br />
**The FRC can be used to continue pressure on block, combo on hit, and bait air dashes.<br />
'''Additional Frame Data:''' ''Untechable for 18F. Ky is in CH state from 1~21F.''<br />
<br />
----<br />
{{clr|4|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.<br />
*2F FRC point at 25~26F, same visual cue as S version.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 20F. Ky is in CH state from 1~24F.''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Charged Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_CSE.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D}}<br />
|}<br />
==== ====<br />
A large 3-hit projectile that excels on okizeme, allowing free mix-ups when opponents are forced to block it.<br />
*Travels nearly fullscreen.<br />
*2F FRC point at 31~32F, just as Ky flourishes to unleash the attack.<br />
**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.<br />
**The FRC can be used to create opportunities in neutral, or set up high/low mixup on okizeme.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 20F Hitstop 7F. Can cancel into followup (Lightning Sphere) from 9~27F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|3|j.236S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_AirStunEdge.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
|-<br />
{{AttackVersion|name={{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
|}<br />
==== ====<br />
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. <br />
*{{clr|3|S}} version goes at about a 30 degree angle.<br />
*Significant landing recovery.<br />
*3F FRC point at 16~18F, just after the projectile begins to fly. Slightly later than H version.<br />
**FRC restores air options.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 18F. Ky is in crouching state during landing recovery. Has a minimum height requirement''<br />
<br />
----<br />
The {{clr|4|H}} version is better used to harass the opponent in neutral, or in combos due to its longer hitstun.<br />
*{{clr|4|H}} version goes at about a 60 degree angle.<br />
*Significant landing recovery.<br />
*3F FRC point at 14~16F, as soon as the projectile begins to fly.<br />
**FRC restores air options.<br />
<br />
'''Additional Frame Data:''' ''Ky is in crouching state during landing recovery. Has a minimum height requirement''<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Charged Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|5|j.236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_ACSE.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236D}}<br />
|}<br />
==== ====<br />
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 {{clr|5|236D}}.<br />
*2F FRC point at 21~22F, just as Ky flourishes to unleash the projectile.<br />
**This FRC '''does not''' reset your jump options like the Air Stun Edge FRCs do.<br />
**FRCing can cause the projectile to change directions to face the opponent.<br />
*The infamous 'shtkn strat' {{clr|5|j.236D}} FRC negative edge a {{clr|4|j.236H}}! If you do this right, Ky will effectively do 2 air fireballs that cover a big part of the playing field. <br />
**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.<br />
<br />
<br />
'''Additional Frame Data:''' ''Untechable for 25F. Ky is in crouching state during landing recovery. Hitstop 7F. Has a minimum height requirement''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Vapor Thrust</big>===<br />
<span class="input-badge">'''{{clr|3|623S}}/{{clr|4|H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_VaporThrust.png|High into the atmosphere.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground {{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|623S}}<br />
|-<br />
{{AttackVersion|name=Ground {{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.623S/H}}<br />
|}<br />
==== ====<br />
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.<br />
<br />
'''Additional Frame Data:''' ''Fully invincible 1~8F. Ky is airborne from 9F onwards. Floats opponent on hit (untechable for 50F). Initial prorate 80%.''<br />
<br />
----<br />
*{{clr|4|H}} version's invul extends into active frames, so it's strictly better to use if you're getting jumped at.<br />
*Launches the opponent lower than S version<br />
<br />
'''Additional Frame Data:''' ''Fully invincible 1~10F. Strike invincible 11~15F. Ky is airborne from 11F onwards. Initial prorate 80%.''<br />
<br />
----<br />
<br />
*Air version mostly sees use as a combo filler.<br />
<br />
'''Additional Frame Data:''' ''Strike invincible 1~10F. Floats opponent on hit (untechable for 45F). Can cancel into Lightning Javelin from 15~33F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Strike Through</big>===<br />
<span class="input-badge">'''Vapor Thrust/Grand Vapor Thrust -> {{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_SlashThrough.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|2|214K}}}}<br />
{{#lst:{{PAGENAME}}/Data|623S/H 214K}}<br />
|}<br />
==== ====<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>Needle Spike</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_NeedleSpike.png|2nd hit won't combo if you do it too close to the opponent.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236K}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236K}}<br />
|}<br />
==== ====<br />
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.<br />
----<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>Greed Sever</big>===<br />
<span class="input-badge">'''{{clr|2|236[K]}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_GreedSever.png|Good for opponents who are actually asleep<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236[K]}}<br />
|}<br />
==== ====<br />
Uses the first hit of Needle Spike and the actual Greed Sever part takes years to happen. You would likely to have to be asleep to be hit by this raw.<br />
</div><br />
</div><br />
<br />
===<big>Crescent Slash</big>===<br />
<span class="input-badge">'''{{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_CrescentSlash.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
|}<br />
==== ====<br />
Another glorious return from GGX, this rising overhead is fast, low crushes, is silent during startup, and leads into an air combo. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Grand Vapor Thrust</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_GrandVaporThrust.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
|}<br />
==== ====<br />
Ky slides along the ground and swings his sord, before rising into a Vapor Thrust. Very useful for converting your ground strings thanks to it's FRC. The first hit can pass through the opponent, but the move comes out too fast to be a crossup, so no cheap mixups for you young man.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Elegant Slash</big>===<br />
<span class="input-badge">'''{{clr|1|623P}} '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_ElegantSlash.png|Civilized Throw<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623P}}<br />
|}<br />
==== ====<br />
Quick 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<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Force Breaks==<br />
===<big>Lightning Sphere</big>===<br />
<span class="input-badge">'''Charged Stun Edge -> {{clr|5|4D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_Orb.png|'''Through the gates of heaven...'''<br />
<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D 4D}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Ky Kiske/Combos#Spending Meter|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.<br />
*[[GGACR/Offense#Vacuum|Vacuums]] opponent.<br />
*Must be blocked with FD in the air.<br />
*Can be cancelled into Charge Drive.<br />
<br />
'''Additional Frame Data''' ''Untechable for 25F. Hitstop 7F. Total length 43F. Can cancel into followup (Charge Drive) from 30~36F''<br />
</div><br />
</div><br />
<br />
===<big>Charge Drive</big>===<br />
<span class="input-badge">'''Lightning Sphere -> {{clr|5|46D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_ChargeDrive.png|'''...to the altars of hell'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D 4D 46D}}<br />
|}<br />
==== ====<br />
Finishing blow followed up from Lightning Sphere. Deals a high amount of stun and blows the opponent away. [[GGACR/Offense#Wall Stick|Wall Sticks]] in the corner, allowing a short follow-up combo.<br />
<br />
'''Additional Frame Data''' ''Forced prorate 70%. Wallsticks opponent on hit (untechable for 80F, sticks for 60F)''<br />
</div><br />
</div><br />
<br />
===<big>Stun Rays</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jD.png|Looks just like {{clr|5|j.D}}, but has a lot of special properties.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214D}}<br />
|}<br />
==== ====<br />
An exceptionally powerful version of Ky's {{clr|5|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.<br />
<br />
*Must be blocked in the air with Faultless Defense<br />
*Be sure to space it correctly (or be in the air) when the opponent wakes up in order to avoid being thrown.<br />
'''Additional Frame Data''' ''22F hitstun on standing hit. Untechable for 40F. Floats opponent on CH (untechable for 62F). Ky is in CH state until 15F. Hitstop 6F. Has a minimum height requirement. Projectile guaranteed to appear after 12F''<br />
</div><br />
</div><br />
===<big>Lightning Strike</big>===<br />
<span class="input-badge">'''{{clr|5|222D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_LightningStrike.png|Holy shit guys, we solved the Justice matchup<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222D}}<br />
|}<br />
==== ====<br />
Like the one from his normal version, but can be used at any time and while the opponent is anywhere on screen, including midair. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Overdrives==<br />
===<big>Ride the Lightning</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_RTL.png|'''Lies, you don't ride it'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.632146H}}<br />
|}<br />
==== ====<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>Sacred Edge</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_SacredEdge.png|'''Burned by the glory of a sacred fire'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|632146P}}<br />
|-<br />
{{AttackVersion|name=Aerial}}<br />
{{#lst:{{PAGENAME}}/Data|632146P}}<br />
|}<br />
==== ====<br />
Same animation as the normal version, but the projectile lingers a bit before going forward, making it pretty worthless in neutral compared to before. Also there is now an air version.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Instant Kill==<br />
===<big>Rising Force</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_IK.png|'''Thunder and spark, in the heart of the dark'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
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 [[GGACR/A.B.A#Suka Motion | Suka Motion]] <br><br />
'''Additional Frame Data''' ''IK mode activation: 46F''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Ky Kiske}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGACR}}</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGACR/Ky_Kiske/EX&diff=234068GGACR/Ky Kiske/EX2021-10-09T08:38:54Z<p>Johhny: /* Sacred Edge */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|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.<br />
<br />
If you’re looking for a dirtier, less honest take on Ky’s usual playstyle, EX Ky may be for you.<br />
<br />
|lore= A former captain of the Sacred Order of Holy Knights.<br><br />
Ky's zeal and sincerity make him a valuable asset to his allies, and a target for his enemies.<br><br />
Now he investigates the Post-War Administration Bureau to bring justice to the corrupt system, though he is starting to have some doubts on his black and white worldview.<br><br />
He employs skillful swordplay and a magic blade, Thunderseal, in his fighting style, utilizing techniques that are peerless in strength and skill.<br><br />
Ky must balance his duties with the safety of his friends and family.<br />
|voice_actor= Takeshi Kusao<br />
|summary= is the resident "shoto" of ''Guilty Gear'', with a balanced toolkit and answers for almost every situation. <br />
|pros=<br />
* '''Better Reversal''': Vapor Thrust has been given some extra horizontal range early in the animation, making it actually a little useful on wakeup<br />
* '''New Mixup''': Hard to see overheads and a command grab gives Ky more ways to add threats to his blockstrings<br />
* '''FB Lightning Strike''': Very good counter zoning tool for times where the opponent can’t be dealt with by stun edge<br />
|cons=<br />
* '''No Stun Dipper''': Can’t reliably low profile his way through offense<br />
* '''Worse Greed Sever''': It’s extremely slow and telegraphed, and useless in combos.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|RF1QTDpgM0Q|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normals==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
A well-rounded jab. Ky generally has better options for most situations but you can set up frame traps, bait [[GGACR/Defense#Bursts|Bursts]], and anti-air with it.<br />
*Good vertical range.<br />
*Nice backup anti-air when {{clr|1|6P}} would fail (like if you were [[Crossup|crossed up]]).<br />
*Gatlings into any other attack.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5K.png|Literally footsies<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5K-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Ky_5K-2-Hitbox.png|Frames 7-9<br />
GGXXACPR_Ky_5K-3-Hitbox.png|Frames 10-12<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
Ky's main normal for okizeme and low mixup. Super fast, active for a long time, and hits low.<br />
*Hits surprisingly high up.<br />
*Active enough to catch backdashes.<br />
'''Additional Frame Data:''' ''80% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_cS.png|Multipurpose normal.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_cS-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
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|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.<br />
*Lots of options on hit or block.<br />
*Hits really high up, so it works as an anti-air.<br />
*Preferred normal to throw [[Option Select|option select]] with.<br />
*Preferred normal to [[GGACR/Movement#Jump Install | Jump Install]] in specific combos.<br />
*Long hitstun on [[GGACR/Offense#Counter Hits (CH)| CH]], enough to combo into {{clr|4|3H}}.<br />
*Often used to frame trap due to its high reward on CH.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_fS.png|Transcontinental normal<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_fS-1-Hitbox.png|Frames 10-12<br />
GGXXACPR_Ky_fS-2-Hitbox.png|Frames 13-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
A long reaching normal best used to space out your opponent from medium to far range. Usually cancelled into {{clr|3|2S}} or 236H/S, depending on range. It's recommended to be careful using it against characters who have low profiling moves such as [[GGACR/Ky Kiske#Stun Dipper| Stun Dipper]] and [[GGACR/Sol_Badguy#Grand/Ground Viper| Sol's Grand Viper]] along with Zappa's run and Faust's crouch walk.<br />
*Extends hurtbox significantly<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|2S}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
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.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6P.png|[https://sp.nicovideo.jp/watch/sm489869 D.G.E]<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_6P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Ky's go-to anti-air, and a good combo starter on Counter Hit. This is generally used instead of {{clr|4|2H}} when you're specifically reacting to a deep jump in, since it is fast and has invul. Often cancelled into {{clr|3|c.S}} for safety in the event of a clash or to hit confirm.<br />
*Upper body invulnerable early in the animation, then above-knees invulnerable for the rest.<br />
*Its invul can be used to beat some defensive options, such as [[GGACR/Defense#Dead Angle Attack (DAA) | DAA]], or [[GGACR/Ky Kiske#Vapor Thrust | Vapor Thrust]].<br />
*Floats and blows opponent back a far distance on CH. <br />
*Often used as a frame trap due to high reward on CH.<br />
*Sometimes used to start [[GGACR/Ky Kiske/Combos#6H Wallbounce / Loop| 6H loops]] on CH from very close hits.<br />
'''Additional Frame Data:''' ''Upper body invincible 1~6F. Above knees invincible 7~13F. Blows back opponent on CH (untechable for 56F on ground hit, air hit for 28F). 90% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_6K-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6K}}<br />
|}<br />
==== ====<br />
Slower than his normal version, but causes ground slide on hit that can be converted into damage in the corner.<br />
*Moves Ky forward.<br />
*0 on [[GGACR/Defense#Instant Block (IB)| IB]].<br />
<br />
<br />
'''Additional Frame Data:''' ''Puts opponent in blowback state on air hit (untechable 25F).''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_3H.png|Go ahead, mash that DP<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_3H-1-Hitbox.png|1st Hit (Frames 23-30)<br />
GGXXACPR_Ky_3H-2-Hitbox.png|2nd Hit (Frame 31)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
|}<br />
==== ====<br />
A powerful attack for okizeme when you have enough time to use it. Ky's slowest grounded normal other than {{clr|5|5D}}, in exchange for being ultra plus on block and [[Option Select|option selecting]] most reversals when timed correctly.<br />
<br />
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 Robo Ky it's a 1f window to correctly bait his Level 2/3 DP and have the second hit of 3H connect, because it has only 3f of startup. Against Ky you have a much larger window due to his Vapor Thrust having 11f of startup.<br />
<br />
*Hits 2 times.<br />
*Forces opponent into crouching state on hit.<br />
*Heavily increases Guard Gauge.<br />
*The 2nd hit is a common target for [[GGACR/Defense#Slashback (SB)| SB.]] Though this will negate Ky's absurd frame advantage, he is still safe.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5D.png|Don't be careless with this dust!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5D-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Offense#Impossible Dust| Impossible Dust]] combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2P.png|The Linker<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
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. <br><br />
*Though this is his fastest normal, 2K may be the preferred link in certain situations where its superior range is necessary.<br />
'''Additional Frame Data:''' ''80% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2K.png|Exhibit A: "What defines a crouching light kick"<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2K-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
A fast, low risk poke in neutral, especially when dashing in.<br />
*Has very good range for its speed.<br />
*Being low to the ground avoids airdash attacks.<br />
'''Additional Frame Data''' ''70% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2S-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|}<br />
==== ====<br />
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 {{clr|5|2D}}. Often cancelled into Stun Edge on hit or block, or layered with a {{clr|5|2D}} input to combo into a knockdown at closer ranges.<br />
*Quite a disjointed hitbox.<br />
*Being low to the ground avoids airdash attacks.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2H.png|'''Keep The Flag Flying'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2H-1-Hitbox.png|Frames 12-13<br />
GGXXACPR_Ky_2H-2-Hitbox.png|Frames 14-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
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.<br />
*Pulls in on air hit.<br />
*Launches on Counter Hit.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2D.png|Some say it's still active to this day...<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2D-1-Hitbox.png|Frames 7-12<br />
GGXXACPR_Ky_2D-2-Hitbox.png|Frames 13-17<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
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. <br />
*Hilariously long active frames<br />
'''Additional Frame Data:''' ''85% initial proration.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jP.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jP-1-Hitbox.png|Frames 6-8<br />
GGXXACPR_Ky_jP-2-Hitbox.png|Frames 9-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
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 {{clr|3|j.S}}.<br />
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.<br />
*Burst safe.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jK.png|A go-to option for air-to-air tactics.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jK-1-Hitbox.png|Frames 7-10<br />
GGXXACPR_Ky_jK-2-Hitbox.png|Frames 11-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
A big air poke used to stuff moves from far away. Great in general for air-to-air fights. <br />
*Crosses up.<br />
*Not jump cancellable, so cancels into {{clr|1|j.P}} or {{clr|3|j.S}} for air combos.<br />
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jS.png|Tingly (yet great) option to air combos.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jS-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
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 [[Fuzzy Overhead|f-shiki mixups]] off of a deep j.S due to its big vertical hitbox.<br />
*Crosses up.<br />
*Air combo filler.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jH.png|Get dunked.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jH-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
A massive swipe that's great for space control, and Ky's go-to landing move, especially when performing a safejump. Cancel into j.236S/H/D 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. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jD.png|Stop! You violated the law. Stop mashing or be served your punishment. Your airspace is now forfeit.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
{{clr|5|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 [[GGACR/Ky Kiske/Strategy#J.D|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 {{clr|1|j.P}} and {{clr|2|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.<br />
<br />
The landing recovery for {{clr|5|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.<br />
<br />
*Stops Ky's air momentum on use.<br />
*Remains even if Ky blocks, but disappears if Ky is hit.<br />
*Hard to hit short characters like Zappa and Faust.<br />
'''Additional Frame Data:''' ''Floats opponent on ground hit (untechable for 28F). Floats opponent higher on CH (untechable for 46F). Landing recovery 11F. Ky is in CH state until 16F. Is a projectile. If {{clr|5|j.D}} makes contact with another projectile, {{clr|5|j.D's}} hitbox immediately disappears. Cannot perform a second {{clr|5|j.D}} until first {{clr|5|j.D}} disappears.''<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_throw.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Ky Kiske/Combos#Throw Combos|a combo]] to make your mixup more punishing.<br />
* 2f FRC point at 59~60f.<br />
'''Additional Frame Data:''' ''Knocks down. 50% forced proration.''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_airThrow.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
Air throw that wallbounces in the corner, link with 2P for [[GGACR/Ky Kiske/Combos#Throw Combos|a combo.]] Option Select with j.P or j.K for safety. <br><br />
'''Additional Frame Data:''' ''Wall bounces opponent on hit (untechable for 60F). 50% forced proration.''<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
While useful in a pinch, Ky has a lot of defensive options you should consider using before committing to this unsafe guard cancel.<br />
*Uses 6P's animation.<br />
*Wallbounces in the corner.<br />
<br />
'''Additional Frame Data:''' ''Total length of animation: 38F. Fully invincible 1~14F. Throw invincible 15~32F. Wall bounces opponent on hit (untechable for 28F). Initial prorate 50%.''<br />
<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_StunEdge.png| Coconut!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
|-<br />
{{AttackVersion|name={{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
A fast, single hit projectile. Good for controlling space. FRC to force your way in at neutral, reset pressure, or in [[GGACR/Ky Kiske/Combos#Stun Edge FRC|difficult optimal damage combos.]]<br />
*The {{clr|3|S}} version comes out very fast and recovers quickly.<br />
*Good harassment tool for ending blockstrings and cancelling from {{clr|3|f.S}} or {{clr|3|2S}}.<br />
*Opponents can Instant Air Dash over it to punish continued use.<br />
*2F FRC point at 22~23F, when Ky's cape comes back to rest on his legs.<br />
**The FRC can be used to continue pressure on block, combo on hit, and bait air dashes.<br />
'''Additional Frame Data:''' ''Untechable for 18F. Ky is in CH state from 1~21F.''<br />
<br />
----<br />
{{clr|4|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.<br />
*2F FRC point at 25~26F, same visual cue as S version.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 20F. Ky is in CH state from 1~24F.''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Charged Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_CSE.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D}}<br />
|}<br />
==== ====<br />
A large 3-hit projectile that excels on okizeme, allowing free mix-ups when opponents are forced to block it.<br />
*Travels nearly fullscreen.<br />
*2F FRC point at 31~32F, just as Ky flourishes to unleash the attack.<br />
**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.<br />
**The FRC can be used to create opportunities in neutral, or set up high/low mixup on okizeme.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 20F Hitstop 7F. Can cancel into followup (Lightning Sphere) from 9~27F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|3|j.236S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_AirStunEdge.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
|-<br />
{{AttackVersion|name={{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
|}<br />
==== ====<br />
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. <br />
*{{clr|3|S}} version goes at about a 30 degree angle.<br />
*Significant landing recovery.<br />
*3F FRC point at 16~18F, just after the projectile begins to fly. Slightly later than H version.<br />
**FRC restores air options.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 18F. Ky is in crouching state during landing recovery. Has a minimum height requirement''<br />
<br />
----<br />
The {{clr|4|H}} version is better used to harass the opponent in neutral, or in combos due to its longer hitstun.<br />
*{{clr|4|H}} version goes at about a 60 degree angle.<br />
*Significant landing recovery.<br />
*3F FRC point at 14~16F, as soon as the projectile begins to fly.<br />
**FRC restores air options.<br />
<br />
'''Additional Frame Data:''' ''Ky is in crouching state during landing recovery. Has a minimum height requirement''<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Charged Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|5|j.236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_ACSE.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236D}}<br />
|}<br />
==== ====<br />
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 {{clr|5|236D}}.<br />
*2F FRC point at 21~22F, just as Ky flourishes to unleash the projectile.<br />
**This FRC '''does not''' reset your jump options like the Air Stun Edge FRCs do.<br />
**FRCing can cause the projectile to change directions to face the opponent.<br />
*The infamous 'shtkn strat' {{clr|5|j.236D}} FRC negative edge a {{clr|4|j.236H}}! If you do this right, Ky will effectively do 2 air fireballs that cover a big part of the playing field. <br />
**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.<br />
<br />
<br />
'''Additional Frame Data:''' ''Untechable for 25F. Ky is in crouching state during landing recovery. Hitstop 7F. Has a minimum height requirement''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Vapor Thrust</big>===<br />
<span class="input-badge">'''{{clr|3|623S}}/{{clr|4|H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_VaporThrust.png|High into the atmosphere.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground {{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|623S}}<br />
|-<br />
{{AttackVersion|name=Ground {{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.623S/H}}<br />
|}<br />
==== ====<br />
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.<br />
<br />
'''Additional Frame Data:''' ''Fully invincible 1~8F. Ky is airborne from 9F onwards. Floats opponent on hit (untechable for 50F). Initial prorate 80%.''<br />
<br />
----<br />
*{{clr|4|H}} version's invul extends into active frames, so it's strictly better to use if you're getting jumped at.<br />
*Launches the opponent lower than S version<br />
<br />
'''Additional Frame Data:''' ''Fully invincible 1~10F. Strike invincible 11~15F. Ky is airborne from 11F onwards. Initial prorate 80%.''<br />
<br />
----<br />
<br />
*Air version mostly sees use as a combo filler.<br />
<br />
'''Additional Frame Data:''' ''Strike invincible 1~10F. Floats opponent on hit (untechable for 45F). Can cancel into Lightning Javelin from 15~33F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Strike Through</big>===<br />
<span class="input-badge">'''Vapor Thrust/Grand Vapor Thrust -> {{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_SlashThrough.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|2|214K}}}}<br />
{{#lst:{{PAGENAME}}/Data|623S/H 214K}}<br />
|}<br />
==== ====<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>Needle Spike</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_NeedleSpike.png|2nd hit won't combo if you do it too close to the opponent.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236K}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236K}}<br />
|}<br />
==== ====<br />
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.<br />
----<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>Greed Sever</big>===<br />
<span class="input-badge">'''{{clr|2|236[K]}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_GreedSever.png|Good for opponents who are actually asleep<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236[K]}}<br />
|}<br />
==== ====<br />
Uses the first hit of Needle Spike and the actual Greed Sever part takes years to happen. You would likely to have to be asleep to be hit by this raw.<br />
</div><br />
</div><br />
<br />
===<big>Crescent Slash</big>===<br />
<span class="input-badge">'''{{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_CrescentSlash.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
|}<br />
==== ====<br />
Another glorious return from GGX, this rising overhead is fast, low crushes, is silent during startup, and leads into an air combo. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Grand Vapor Thrust</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_GrandVaporThrust.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
|}<br />
==== ====<br />
Ky slides along the ground and swings his sord, before rising into a Vapor Thrust. Very useful for converting your ground strings thanks to it's FRC. The first hit can pass through the opponent, but the move comes out too fast to be a crossup, so no cheap mixups for you young man.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Elegant Slash</big>===<br />
<span class="input-badge">'''{{clr|1|623P}} '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_ElegantSlash.png|Civilized Throw<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623P}}<br />
|}<br />
==== ====<br />
Quick 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<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Force Breaks==<br />
===<big>Lightning Sphere</big>===<br />
<span class="input-badge">'''Charged Stun Edge -> {{clr|5|4D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_Orb.png|'''Through the gates of heaven...'''<br />
<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D 4D}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Ky Kiske/Combos#Spending Meter|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.<br />
*[[GGACR/Offense#Vacuum|Vacuums]] opponent.<br />
*Must be blocked with FD in the air.<br />
*Can be cancelled into Charge Drive.<br />
<br />
'''Additional Frame Data''' ''Untechable for 25F. Hitstop 7F. Total length 43F. Can cancel into followup (Charge Drive) from 30~36F''<br />
</div><br />
</div><br />
<br />
===<big>Charge Drive</big>===<br />
<span class="input-badge">'''Lightning Sphere -> {{clr|5|46D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_ChargeDrive.png|'''...to the altars of hell'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D 4D 46D}}<br />
|}<br />
==== ====<br />
Finishing blow followed up from Lightning Sphere. Deals a high amount of stun and blows the opponent away. [[GGACR/Offense#Wall Stick|Wall Sticks]] in the corner, allowing a short follow-up combo.<br />
<br />
'''Additional Frame Data''' ''Forced prorate 70%. Wallsticks opponent on hit (untechable for 80F, sticks for 60F)''<br />
</div><br />
</div><br />
<br />
===<big>Stun Rays</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jD.png|Looks just like {{clr|5|j.D}}, but has a lot of special properties.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214D}}<br />
|}<br />
==== ====<br />
An exceptionally powerful version of Ky's {{clr|5|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.<br />
<br />
*Must be blocked in the air with Faultless Defense<br />
*Be sure to space it correctly (or be in the air) when the opponent wakes up in order to avoid being thrown.<br />
'''Additional Frame Data''' ''22F hitstun on standing hit. Untechable for 40F. Floats opponent on CH (untechable for 62F). Ky is in CH state until 15F. Hitstop 6F. Has a minimum height requirement. Projectile guaranteed to appear after 12F''<br />
</div><br />
</div><br />
===<big>Lightning Strike</big>===<br />
<span class="input-badge">'''{{clr|5|222D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_LightningStrike.png|Holy shit guys, we solved the Justice matchup<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222D}}<br />
|}<br />
==== ====<br />
Like the one from his normal version, but can be used at any time and while the opponent is anywhere on screen, including midair. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Overdrives==<br />
===<big>Ride the Lightning</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_RTL.png|'''Lies, you don't ride it'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.632146H}}<br />
|}<br />
==== ====<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>Sacred Edge</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_SacredEdge.png|'''Burned by the glory of a sacred fire'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|632146P}}<br />
|-<br />
{{AttackVersion|name=Aerial}}<br />
{{#lst:{{PAGENAME}}/Data|632146P}}<br />
|}<br />
==== ====<br />
Same animation as the normal version, but the projectile lingers a bit before going forward, making it pretty worthless in neutral compared to before. Also there is now an air version.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Instant Kill==<br />
===<big>Rising Force</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_IK.png|'''Thunder and spark, in the heart of the dark'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
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 [[GGACR/A.B.A#Suka Motion | Suka Motion]] <br><br />
'''Additional Frame Data''' ''IK mode activation: 46F''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Ky Kiske}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Ky Kiske/Data]].}}<br />
{{Navbar-GGACR}}</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGACR/Ky_Kiske/EX&diff=234067GGACR/Ky Kiske/EX2021-10-09T08:36:44Z<p>Johhny: /* Lightning Strike */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|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.<br />
<br />
If you’re looking for a dirtier, less honest take on Ky’s usual playstyle, EX Ky may be for you.<br />
<br />
|lore= A former captain of the Sacred Order of Holy Knights.<br><br />
Ky's zeal and sincerity make him a valuable asset to his allies, and a target for his enemies.<br><br />
Now he investigates the Post-War Administration Bureau to bring justice to the corrupt system, though he is starting to have some doubts on his black and white worldview.<br><br />
He employs skillful swordplay and a magic blade, Thunderseal, in his fighting style, utilizing techniques that are peerless in strength and skill.<br><br />
Ky must balance his duties with the safety of his friends and family.<br />
|voice_actor= Takeshi Kusao<br />
|summary= is the resident "shoto" of ''Guilty Gear'', with a balanced toolkit and answers for almost every situation. <br />
|pros=<br />
* '''Better Reversal''': Vapor Thrust has been given some extra horizontal range early in the animation, making it actually a little useful on wakeup<br />
* '''New Mixup''': Hard to see overheads and a command grab gives Ky more ways to add threats to his blockstrings<br />
* '''FB Lightning Strike''': Very good counter zoning tool for times where the opponent can’t be dealt with by stun edge<br />
|cons=<br />
* '''No Stun Dipper''': Can’t reliably low profile his way through offense<br />
* '''Worse Greed Sever''': It’s extremely slow and telegraphed, and useless in combos.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|RF1QTDpgM0Q|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normals==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
A well-rounded jab. Ky generally has better options for most situations but you can set up frame traps, bait [[GGACR/Defense#Bursts|Bursts]], and anti-air with it.<br />
*Good vertical range.<br />
*Nice backup anti-air when {{clr|1|6P}} would fail (like if you were [[Crossup|crossed up]]).<br />
*Gatlings into any other attack.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5K.png|Literally footsies<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5K-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Ky_5K-2-Hitbox.png|Frames 7-9<br />
GGXXACPR_Ky_5K-3-Hitbox.png|Frames 10-12<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
Ky's main normal for okizeme and low mixup. Super fast, active for a long time, and hits low.<br />
*Hits surprisingly high up.<br />
*Active enough to catch backdashes.<br />
'''Additional Frame Data:''' ''80% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_cS.png|Multipurpose normal.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_cS-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
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|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.<br />
*Lots of options on hit or block.<br />
*Hits really high up, so it works as an anti-air.<br />
*Preferred normal to throw [[Option Select|option select]] with.<br />
*Preferred normal to [[GGACR/Movement#Jump Install | Jump Install]] in specific combos.<br />
*Long hitstun on [[GGACR/Offense#Counter Hits (CH)| CH]], enough to combo into {{clr|4|3H}}.<br />
*Often used to frame trap due to its high reward on CH.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_fS.png|Transcontinental normal<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_fS-1-Hitbox.png|Frames 10-12<br />
GGXXACPR_Ky_fS-2-Hitbox.png|Frames 13-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
A long reaching normal best used to space out your opponent from medium to far range. Usually cancelled into {{clr|3|2S}} or 236H/S, depending on range. It's recommended to be careful using it against characters who have low profiling moves such as [[GGACR/Ky Kiske#Stun Dipper| Stun Dipper]] and [[GGACR/Sol_Badguy#Grand/Ground Viper| Sol's Grand Viper]] along with Zappa's run and Faust's crouch walk.<br />
*Extends hurtbox significantly<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|2S}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
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.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6P.png|[https://sp.nicovideo.jp/watch/sm489869 D.G.E]<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_6P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Ky's go-to anti-air, and a good combo starter on Counter Hit. This is generally used instead of {{clr|4|2H}} when you're specifically reacting to a deep jump in, since it is fast and has invul. Often cancelled into {{clr|3|c.S}} for safety in the event of a clash or to hit confirm.<br />
*Upper body invulnerable early in the animation, then above-knees invulnerable for the rest.<br />
*Its invul can be used to beat some defensive options, such as [[GGACR/Defense#Dead Angle Attack (DAA) | DAA]], or [[GGACR/Ky Kiske#Vapor Thrust | Vapor Thrust]].<br />
*Floats and blows opponent back a far distance on CH. <br />
*Often used as a frame trap due to high reward on CH.<br />
*Sometimes used to start [[GGACR/Ky Kiske/Combos#6H Wallbounce / Loop| 6H loops]] on CH from very close hits.<br />
'''Additional Frame Data:''' ''Upper body invincible 1~6F. Above knees invincible 7~13F. Blows back opponent on CH (untechable for 56F on ground hit, air hit for 28F). 90% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_6K-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6K}}<br />
|}<br />
==== ====<br />
Slower than his normal version, but causes ground slide on hit that can be converted into damage in the corner.<br />
*Moves Ky forward.<br />
*0 on [[GGACR/Defense#Instant Block (IB)| IB]].<br />
<br />
<br />
'''Additional Frame Data:''' ''Puts opponent in blowback state on air hit (untechable 25F).''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_3H.png|Go ahead, mash that DP<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_3H-1-Hitbox.png|1st Hit (Frames 23-30)<br />
GGXXACPR_Ky_3H-2-Hitbox.png|2nd Hit (Frame 31)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
|}<br />
==== ====<br />
A powerful attack for okizeme when you have enough time to use it. Ky's slowest grounded normal other than {{clr|5|5D}}, in exchange for being ultra plus on block and [[Option Select|option selecting]] most reversals when timed correctly.<br />
<br />
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 Robo Ky it's a 1f window to correctly bait his Level 2/3 DP and have the second hit of 3H connect, because it has only 3f of startup. Against Ky you have a much larger window due to his Vapor Thrust having 11f of startup.<br />
<br />
*Hits 2 times.<br />
*Forces opponent into crouching state on hit.<br />
*Heavily increases Guard Gauge.<br />
*The 2nd hit is a common target for [[GGACR/Defense#Slashback (SB)| SB.]] Though this will negate Ky's absurd frame advantage, he is still safe.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5D.png|Don't be careless with this dust!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5D-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Offense#Impossible Dust| Impossible Dust]] combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2P.png|The Linker<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
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. <br><br />
*Though this is his fastest normal, 2K may be the preferred link in certain situations where its superior range is necessary.<br />
'''Additional Frame Data:''' ''80% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2K.png|Exhibit A: "What defines a crouching light kick"<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2K-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
A fast, low risk poke in neutral, especially when dashing in.<br />
*Has very good range for its speed.<br />
*Being low to the ground avoids airdash attacks.<br />
'''Additional Frame Data''' ''70% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2S-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|}<br />
==== ====<br />
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 {{clr|5|2D}}. Often cancelled into Stun Edge on hit or block, or layered with a {{clr|5|2D}} input to combo into a knockdown at closer ranges.<br />
*Quite a disjointed hitbox.<br />
*Being low to the ground avoids airdash attacks.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2H.png|'''Keep The Flag Flying'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2H-1-Hitbox.png|Frames 12-13<br />
GGXXACPR_Ky_2H-2-Hitbox.png|Frames 14-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
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.<br />
*Pulls in on air hit.<br />
*Launches on Counter Hit.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2D.png|Some say it's still active to this day...<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2D-1-Hitbox.png|Frames 7-12<br />
GGXXACPR_Ky_2D-2-Hitbox.png|Frames 13-17<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
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. <br />
*Hilariously long active frames<br />
'''Additional Frame Data:''' ''85% initial proration.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jP.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jP-1-Hitbox.png|Frames 6-8<br />
GGXXACPR_Ky_jP-2-Hitbox.png|Frames 9-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
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 {{clr|3|j.S}}.<br />
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.<br />
*Burst safe.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jK.png|A go-to option for air-to-air tactics.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jK-1-Hitbox.png|Frames 7-10<br />
GGXXACPR_Ky_jK-2-Hitbox.png|Frames 11-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
A big air poke used to stuff moves from far away. Great in general for air-to-air fights. <br />
*Crosses up.<br />
*Not jump cancellable, so cancels into {{clr|1|j.P}} or {{clr|3|j.S}} for air combos.<br />
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jS.png|Tingly (yet great) option to air combos.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jS-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
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 [[Fuzzy Overhead|f-shiki mixups]] off of a deep j.S due to its big vertical hitbox.<br />
*Crosses up.<br />
*Air combo filler.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jH.png|Get dunked.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jH-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
A massive swipe that's great for space control, and Ky's go-to landing move, especially when performing a safejump. Cancel into j.236S/H/D 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. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jD.png|Stop! You violated the law. Stop mashing or be served your punishment. Your airspace is now forfeit.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
{{clr|5|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 [[GGACR/Ky Kiske/Strategy#J.D|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 {{clr|1|j.P}} and {{clr|2|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.<br />
<br />
The landing recovery for {{clr|5|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.<br />
<br />
*Stops Ky's air momentum on use.<br />
*Remains even if Ky blocks, but disappears if Ky is hit.<br />
*Hard to hit short characters like Zappa and Faust.<br />
'''Additional Frame Data:''' ''Floats opponent on ground hit (untechable for 28F). Floats opponent higher on CH (untechable for 46F). Landing recovery 11F. Ky is in CH state until 16F. Is a projectile. If {{clr|5|j.D}} makes contact with another projectile, {{clr|5|j.D's}} hitbox immediately disappears. Cannot perform a second {{clr|5|j.D}} until first {{clr|5|j.D}} disappears.''<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_throw.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Ky Kiske/Combos#Throw Combos|a combo]] to make your mixup more punishing.<br />
* 2f FRC point at 59~60f.<br />
'''Additional Frame Data:''' ''Knocks down. 50% forced proration.''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_airThrow.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
Air throw that wallbounces in the corner, link with 2P for [[GGACR/Ky Kiske/Combos#Throw Combos|a combo.]] Option Select with j.P or j.K for safety. <br><br />
'''Additional Frame Data:''' ''Wall bounces opponent on hit (untechable for 60F). 50% forced proration.''<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
While useful in a pinch, Ky has a lot of defensive options you should consider using before committing to this unsafe guard cancel.<br />
*Uses 6P's animation.<br />
*Wallbounces in the corner.<br />
<br />
'''Additional Frame Data:''' ''Total length of animation: 38F. Fully invincible 1~14F. Throw invincible 15~32F. Wall bounces opponent on hit (untechable for 28F). Initial prorate 50%.''<br />
<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_StunEdge.png| Coconut!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
|-<br />
{{AttackVersion|name={{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
A fast, single hit projectile. Good for controlling space. FRC to force your way in at neutral, reset pressure, or in [[GGACR/Ky Kiske/Combos#Stun Edge FRC|difficult optimal damage combos.]]<br />
*The {{clr|3|S}} version comes out very fast and recovers quickly.<br />
*Good harassment tool for ending blockstrings and cancelling from {{clr|3|f.S}} or {{clr|3|2S}}.<br />
*Opponents can Instant Air Dash over it to punish continued use.<br />
*2F FRC point at 22~23F, when Ky's cape comes back to rest on his legs.<br />
**The FRC can be used to continue pressure on block, combo on hit, and bait air dashes.<br />
'''Additional Frame Data:''' ''Untechable for 18F. Ky is in CH state from 1~21F.''<br />
<br />
----<br />
{{clr|4|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.<br />
*2F FRC point at 25~26F, same visual cue as S version.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 20F. Ky is in CH state from 1~24F.''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Charged Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_CSE.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D}}<br />
|}<br />
==== ====<br />
A large 3-hit projectile that excels on okizeme, allowing free mix-ups when opponents are forced to block it.<br />
*Travels nearly fullscreen.<br />
*2F FRC point at 31~32F, just as Ky flourishes to unleash the attack.<br />
**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.<br />
**The FRC can be used to create opportunities in neutral, or set up high/low mixup on okizeme.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 20F Hitstop 7F. Can cancel into followup (Lightning Sphere) from 9~27F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|3|j.236S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_AirStunEdge.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
|-<br />
{{AttackVersion|name={{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
|}<br />
==== ====<br />
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. <br />
*{{clr|3|S}} version goes at about a 30 degree angle.<br />
*Significant landing recovery.<br />
*3F FRC point at 16~18F, just after the projectile begins to fly. Slightly later than H version.<br />
**FRC restores air options.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 18F. Ky is in crouching state during landing recovery. Has a minimum height requirement''<br />
<br />
----<br />
The {{clr|4|H}} version is better used to harass the opponent in neutral, or in combos due to its longer hitstun.<br />
*{{clr|4|H}} version goes at about a 60 degree angle.<br />
*Significant landing recovery.<br />
*3F FRC point at 14~16F, as soon as the projectile begins to fly.<br />
**FRC restores air options.<br />
<br />
'''Additional Frame Data:''' ''Ky is in crouching state during landing recovery. Has a minimum height requirement''<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Charged Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|5|j.236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_ACSE.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236D}}<br />
|}<br />
==== ====<br />
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 {{clr|5|236D}}.<br />
*2F FRC point at 21~22F, just as Ky flourishes to unleash the projectile.<br />
**This FRC '''does not''' reset your jump options like the Air Stun Edge FRCs do.<br />
**FRCing can cause the projectile to change directions to face the opponent.<br />
*The infamous 'shtkn strat' {{clr|5|j.236D}} FRC negative edge a {{clr|4|j.236H}}! If you do this right, Ky will effectively do 2 air fireballs that cover a big part of the playing field. <br />
**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.<br />
<br />
<br />
'''Additional Frame Data:''' ''Untechable for 25F. Ky is in crouching state during landing recovery. Hitstop 7F. Has a minimum height requirement''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Vapor Thrust</big>===<br />
<span class="input-badge">'''{{clr|3|623S}}/{{clr|4|H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_VaporThrust.png|High into the atmosphere.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground {{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|623S}}<br />
|-<br />
{{AttackVersion|name=Ground {{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.623S/H}}<br />
|}<br />
==== ====<br />
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.<br />
<br />
'''Additional Frame Data:''' ''Fully invincible 1~8F. Ky is airborne from 9F onwards. Floats opponent on hit (untechable for 50F). Initial prorate 80%.''<br />
<br />
----<br />
*{{clr|4|H}} version's invul extends into active frames, so it's strictly better to use if you're getting jumped at.<br />
*Launches the opponent lower than S version<br />
<br />
'''Additional Frame Data:''' ''Fully invincible 1~10F. Strike invincible 11~15F. Ky is airborne from 11F onwards. Initial prorate 80%.''<br />
<br />
----<br />
<br />
*Air version mostly sees use as a combo filler.<br />
<br />
'''Additional Frame Data:''' ''Strike invincible 1~10F. Floats opponent on hit (untechable for 45F). Can cancel into Lightning Javelin from 15~33F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Strike Through</big>===<br />
<span class="input-badge">'''Vapor Thrust/Grand Vapor Thrust -> {{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_SlashThrough.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|2|214K}}}}<br />
{{#lst:{{PAGENAME}}/Data|623S/H 214K}}<br />
|}<br />
==== ====<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>Needle Spike</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_NeedleSpike.png|2nd hit won't combo if you do it too close to the opponent.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236K}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236K}}<br />
|}<br />
==== ====<br />
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.<br />
----<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>Greed Sever</big>===<br />
<span class="input-badge">'''{{clr|2|236[K]}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_GreedSever.png|Good for opponents who are actually asleep<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236[K]}}<br />
|}<br />
==== ====<br />
Uses the first hit of Needle Spike and the actual Greed Sever part takes years to happen. You would likely to have to be asleep to be hit by this raw.<br />
</div><br />
</div><br />
<br />
===<big>Crescent Slash</big>===<br />
<span class="input-badge">'''{{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_CrescentSlash.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
|}<br />
==== ====<br />
Another glorious return from GGX, this rising overhead is fast, low crushes, is silent during startup, and leads into an air combo. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Grand Vapor Thrust</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_GrandVaporThrust.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
|}<br />
==== ====<br />
Ky slides along the ground and swings his sord, before rising into a Vapor Thrust. Very useful for converting your ground strings thanks to it's FRC. The first hit can pass through the opponent, but the move comes out too fast to be a crossup, so no cheap mixups for you young man.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Elegant Slash</big>===<br />
<span class="input-badge">'''{{clr|1|623P}} '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_ElegantSlash.png|Civilized Throw<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623P}}<br />
|}<br />
==== ====<br />
Quick 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<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Force Breaks==<br />
===<big>Lightning Sphere</big>===<br />
<span class="input-badge">'''Charged Stun Edge -> {{clr|5|4D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_Orb.png|'''Through the gates of heaven...'''<br />
<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D 4D}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Ky Kiske/Combos#Spending Meter|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.<br />
*[[GGACR/Offense#Vacuum|Vacuums]] opponent.<br />
*Must be blocked with FD in the air.<br />
*Can be cancelled into Charge Drive.<br />
<br />
'''Additional Frame Data''' ''Untechable for 25F. Hitstop 7F. Total length 43F. Can cancel into followup (Charge Drive) from 30~36F''<br />
</div><br />
</div><br />
<br />
===<big>Charge Drive</big>===<br />
<span class="input-badge">'''Lightning Sphere -> {{clr|5|46D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_ChargeDrive.png|'''...to the altars of hell'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D 4D 46D}}<br />
|}<br />
==== ====<br />
Finishing blow followed up from Lightning Sphere. Deals a high amount of stun and blows the opponent away. [[GGACR/Offense#Wall Stick|Wall Sticks]] in the corner, allowing a short follow-up combo.<br />
<br />
'''Additional Frame Data''' ''Forced prorate 70%. Wallsticks opponent on hit (untechable for 80F, sticks for 60F)''<br />
</div><br />
</div><br />
<br />
===<big>Stun Rays</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jD.png|Looks just like {{clr|5|j.D}}, but has a lot of special properties.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214D}}<br />
|}<br />
==== ====<br />
An exceptionally powerful version of Ky's {{clr|5|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.<br />
<br />
*Must be blocked in the air with Faultless Defense<br />
*Be sure to space it correctly (or be in the air) when the opponent wakes up in order to avoid being thrown.<br />
'''Additional Frame Data''' ''22F hitstun on standing hit. Untechable for 40F. Floats opponent on CH (untechable for 62F). Ky is in CH state until 15F. Hitstop 6F. Has a minimum height requirement. Projectile guaranteed to appear after 12F''<br />
</div><br />
</div><br />
===<big>Lightning Strike</big>===<br />
<span class="input-badge">'''{{clr|5|222D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_LightningStrike.png|Holy shit guys, we solved the Justice matchup<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222D}}<br />
|}<br />
==== ====<br />
Like the one from his normal version, but can be used at any time and while the opponent is anywhere on screen, including midair. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Overdrives==<br />
===<big>Ride the Lightning</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_RTL.png|'''Lies, you don't ride it'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.632146H}}<br />
|}<br />
==== ====<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>Sacred Edge</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_SacredEdge.png|'''Burned by the glory of a sacred fire'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|632146P}}<br />
|}<br />
==== ====<br />
Same animation as the normal version, but the projectile lingers a bit before going forward, making it pretty worthless in neutral compared to before. Also there is now an air version.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Instant Kill==<br />
===<big>Rising Force</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_IK.png|'''Thunder and spark, in the heart of the dark'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
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 [[GGACR/A.B.A#Suka Motion | Suka Motion]] <br><br />
'''Additional Frame Data''' ''IK mode activation: 46F''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Ky Kiske}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Ky Kiske/Data]].}}<br />
{{Navbar-GGACR}}</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGACR/Ky_Kiske/EX&diff=234066GGACR/Ky Kiske/EX2021-10-09T08:34:58Z<p>Johhny: /* Crescent Slash */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|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.<br />
<br />
If you’re looking for a dirtier, less honest take on Ky’s usual playstyle, EX Ky may be for you.<br />
<br />
|lore= A former captain of the Sacred Order of Holy Knights.<br><br />
Ky's zeal and sincerity make him a valuable asset to his allies, and a target for his enemies.<br><br />
Now he investigates the Post-War Administration Bureau to bring justice to the corrupt system, though he is starting to have some doubts on his black and white worldview.<br><br />
He employs skillful swordplay and a magic blade, Thunderseal, in his fighting style, utilizing techniques that are peerless in strength and skill.<br><br />
Ky must balance his duties with the safety of his friends and family.<br />
|voice_actor= Takeshi Kusao<br />
|summary= is the resident "shoto" of ''Guilty Gear'', with a balanced toolkit and answers for almost every situation. <br />
|pros=<br />
* '''Better Reversal''': Vapor Thrust has been given some extra horizontal range early in the animation, making it actually a little useful on wakeup<br />
* '''New Mixup''': Hard to see overheads and a command grab gives Ky more ways to add threats to his blockstrings<br />
* '''FB Lightning Strike''': Very good counter zoning tool for times where the opponent can’t be dealt with by stun edge<br />
|cons=<br />
* '''No Stun Dipper''': Can’t reliably low profile his way through offense<br />
* '''Worse Greed Sever''': It’s extremely slow and telegraphed, and useless in combos.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|RF1QTDpgM0Q|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normals==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
A well-rounded jab. Ky generally has better options for most situations but you can set up frame traps, bait [[GGACR/Defense#Bursts|Bursts]], and anti-air with it.<br />
*Good vertical range.<br />
*Nice backup anti-air when {{clr|1|6P}} would fail (like if you were [[Crossup|crossed up]]).<br />
*Gatlings into any other attack.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5K.png|Literally footsies<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5K-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Ky_5K-2-Hitbox.png|Frames 7-9<br />
GGXXACPR_Ky_5K-3-Hitbox.png|Frames 10-12<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
Ky's main normal for okizeme and low mixup. Super fast, active for a long time, and hits low.<br />
*Hits surprisingly high up.<br />
*Active enough to catch backdashes.<br />
'''Additional Frame Data:''' ''80% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_cS.png|Multipurpose normal.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_cS-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
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|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.<br />
*Lots of options on hit or block.<br />
*Hits really high up, so it works as an anti-air.<br />
*Preferred normal to throw [[Option Select|option select]] with.<br />
*Preferred normal to [[GGACR/Movement#Jump Install | Jump Install]] in specific combos.<br />
*Long hitstun on [[GGACR/Offense#Counter Hits (CH)| CH]], enough to combo into {{clr|4|3H}}.<br />
*Often used to frame trap due to its high reward on CH.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_fS.png|Transcontinental normal<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_fS-1-Hitbox.png|Frames 10-12<br />
GGXXACPR_Ky_fS-2-Hitbox.png|Frames 13-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
A long reaching normal best used to space out your opponent from medium to far range. Usually cancelled into {{clr|3|2S}} or 236H/S, depending on range. It's recommended to be careful using it against characters who have low profiling moves such as [[GGACR/Ky Kiske#Stun Dipper| Stun Dipper]] and [[GGACR/Sol_Badguy#Grand/Ground Viper| Sol's Grand Viper]] along with Zappa's run and Faust's crouch walk.<br />
*Extends hurtbox significantly<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|2S}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
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.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6P.png|[https://sp.nicovideo.jp/watch/sm489869 D.G.E]<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_6P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Ky's go-to anti-air, and a good combo starter on Counter Hit. This is generally used instead of {{clr|4|2H}} when you're specifically reacting to a deep jump in, since it is fast and has invul. Often cancelled into {{clr|3|c.S}} for safety in the event of a clash or to hit confirm.<br />
*Upper body invulnerable early in the animation, then above-knees invulnerable for the rest.<br />
*Its invul can be used to beat some defensive options, such as [[GGACR/Defense#Dead Angle Attack (DAA) | DAA]], or [[GGACR/Ky Kiske#Vapor Thrust | Vapor Thrust]].<br />
*Floats and blows opponent back a far distance on CH. <br />
*Often used as a frame trap due to high reward on CH.<br />
*Sometimes used to start [[GGACR/Ky Kiske/Combos#6H Wallbounce / Loop| 6H loops]] on CH from very close hits.<br />
'''Additional Frame Data:''' ''Upper body invincible 1~6F. Above knees invincible 7~13F. Blows back opponent on CH (untechable for 56F on ground hit, air hit for 28F). 90% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_6K-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6K}}<br />
|}<br />
==== ====<br />
Slower than his normal version, but causes ground slide on hit that can be converted into damage in the corner.<br />
*Moves Ky forward.<br />
*0 on [[GGACR/Defense#Instant Block (IB)| IB]].<br />
<br />
<br />
'''Additional Frame Data:''' ''Puts opponent in blowback state on air hit (untechable 25F).''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_3H.png|Go ahead, mash that DP<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_3H-1-Hitbox.png|1st Hit (Frames 23-30)<br />
GGXXACPR_Ky_3H-2-Hitbox.png|2nd Hit (Frame 31)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
|}<br />
==== ====<br />
A powerful attack for okizeme when you have enough time to use it. Ky's slowest grounded normal other than {{clr|5|5D}}, in exchange for being ultra plus on block and [[Option Select|option selecting]] most reversals when timed correctly.<br />
<br />
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 Robo Ky it's a 1f window to correctly bait his Level 2/3 DP and have the second hit of 3H connect, because it has only 3f of startup. Against Ky you have a much larger window due to his Vapor Thrust having 11f of startup.<br />
<br />
*Hits 2 times.<br />
*Forces opponent into crouching state on hit.<br />
*Heavily increases Guard Gauge.<br />
*The 2nd hit is a common target for [[GGACR/Defense#Slashback (SB)| SB.]] Though this will negate Ky's absurd frame advantage, he is still safe.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5D.png|Don't be careless with this dust!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5D-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Offense#Impossible Dust| Impossible Dust]] combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2P.png|The Linker<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
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. <br><br />
*Though this is his fastest normal, 2K may be the preferred link in certain situations where its superior range is necessary.<br />
'''Additional Frame Data:''' ''80% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2K.png|Exhibit A: "What defines a crouching light kick"<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2K-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
A fast, low risk poke in neutral, especially when dashing in.<br />
*Has very good range for its speed.<br />
*Being low to the ground avoids airdash attacks.<br />
'''Additional Frame Data''' ''70% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2S-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|}<br />
==== ====<br />
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 {{clr|5|2D}}. Often cancelled into Stun Edge on hit or block, or layered with a {{clr|5|2D}} input to combo into a knockdown at closer ranges.<br />
*Quite a disjointed hitbox.<br />
*Being low to the ground avoids airdash attacks.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2H.png|'''Keep The Flag Flying'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2H-1-Hitbox.png|Frames 12-13<br />
GGXXACPR_Ky_2H-2-Hitbox.png|Frames 14-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
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.<br />
*Pulls in on air hit.<br />
*Launches on Counter Hit.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2D.png|Some say it's still active to this day...<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2D-1-Hitbox.png|Frames 7-12<br />
GGXXACPR_Ky_2D-2-Hitbox.png|Frames 13-17<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
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. <br />
*Hilariously long active frames<br />
'''Additional Frame Data:''' ''85% initial proration.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jP.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jP-1-Hitbox.png|Frames 6-8<br />
GGXXACPR_Ky_jP-2-Hitbox.png|Frames 9-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
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 {{clr|3|j.S}}.<br />
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.<br />
*Burst safe.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jK.png|A go-to option for air-to-air tactics.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jK-1-Hitbox.png|Frames 7-10<br />
GGXXACPR_Ky_jK-2-Hitbox.png|Frames 11-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
A big air poke used to stuff moves from far away. Great in general for air-to-air fights. <br />
*Crosses up.<br />
*Not jump cancellable, so cancels into {{clr|1|j.P}} or {{clr|3|j.S}} for air combos.<br />
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jS.png|Tingly (yet great) option to air combos.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jS-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
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 [[Fuzzy Overhead|f-shiki mixups]] off of a deep j.S due to its big vertical hitbox.<br />
*Crosses up.<br />
*Air combo filler.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jH.png|Get dunked.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jH-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
A massive swipe that's great for space control, and Ky's go-to landing move, especially when performing a safejump. Cancel into j.236S/H/D 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. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jD.png|Stop! You violated the law. Stop mashing or be served your punishment. Your airspace is now forfeit.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
{{clr|5|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 [[GGACR/Ky Kiske/Strategy#J.D|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 {{clr|1|j.P}} and {{clr|2|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.<br />
<br />
The landing recovery for {{clr|5|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.<br />
<br />
*Stops Ky's air momentum on use.<br />
*Remains even if Ky blocks, but disappears if Ky is hit.<br />
*Hard to hit short characters like Zappa and Faust.<br />
'''Additional Frame Data:''' ''Floats opponent on ground hit (untechable for 28F). Floats opponent higher on CH (untechable for 46F). Landing recovery 11F. Ky is in CH state until 16F. Is a projectile. If {{clr|5|j.D}} makes contact with another projectile, {{clr|5|j.D's}} hitbox immediately disappears. Cannot perform a second {{clr|5|j.D}} until first {{clr|5|j.D}} disappears.''<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_throw.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Ky Kiske/Combos#Throw Combos|a combo]] to make your mixup more punishing.<br />
* 2f FRC point at 59~60f.<br />
'''Additional Frame Data:''' ''Knocks down. 50% forced proration.''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_airThrow.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
Air throw that wallbounces in the corner, link with 2P for [[GGACR/Ky Kiske/Combos#Throw Combos|a combo.]] Option Select with j.P or j.K for safety. <br><br />
'''Additional Frame Data:''' ''Wall bounces opponent on hit (untechable for 60F). 50% forced proration.''<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
While useful in a pinch, Ky has a lot of defensive options you should consider using before committing to this unsafe guard cancel.<br />
*Uses 6P's animation.<br />
*Wallbounces in the corner.<br />
<br />
'''Additional Frame Data:''' ''Total length of animation: 38F. Fully invincible 1~14F. Throw invincible 15~32F. Wall bounces opponent on hit (untechable for 28F). Initial prorate 50%.''<br />
<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_StunEdge.png| Coconut!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
|-<br />
{{AttackVersion|name={{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
A fast, single hit projectile. Good for controlling space. FRC to force your way in at neutral, reset pressure, or in [[GGACR/Ky Kiske/Combos#Stun Edge FRC|difficult optimal damage combos.]]<br />
*The {{clr|3|S}} version comes out very fast and recovers quickly.<br />
*Good harassment tool for ending blockstrings and cancelling from {{clr|3|f.S}} or {{clr|3|2S}}.<br />
*Opponents can Instant Air Dash over it to punish continued use.<br />
*2F FRC point at 22~23F, when Ky's cape comes back to rest on his legs.<br />
**The FRC can be used to continue pressure on block, combo on hit, and bait air dashes.<br />
'''Additional Frame Data:''' ''Untechable for 18F. Ky is in CH state from 1~21F.''<br />
<br />
----<br />
{{clr|4|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.<br />
*2F FRC point at 25~26F, same visual cue as S version.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 20F. Ky is in CH state from 1~24F.''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Charged Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_CSE.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D}}<br />
|}<br />
==== ====<br />
A large 3-hit projectile that excels on okizeme, allowing free mix-ups when opponents are forced to block it.<br />
*Travels nearly fullscreen.<br />
*2F FRC point at 31~32F, just as Ky flourishes to unleash the attack.<br />
**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.<br />
**The FRC can be used to create opportunities in neutral, or set up high/low mixup on okizeme.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 20F Hitstop 7F. Can cancel into followup (Lightning Sphere) from 9~27F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|3|j.236S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_AirStunEdge.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
|-<br />
{{AttackVersion|name={{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
|}<br />
==== ====<br />
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. <br />
*{{clr|3|S}} version goes at about a 30 degree angle.<br />
*Significant landing recovery.<br />
*3F FRC point at 16~18F, just after the projectile begins to fly. Slightly later than H version.<br />
**FRC restores air options.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 18F. Ky is in crouching state during landing recovery. Has a minimum height requirement''<br />
<br />
----<br />
The {{clr|4|H}} version is better used to harass the opponent in neutral, or in combos due to its longer hitstun.<br />
*{{clr|4|H}} version goes at about a 60 degree angle.<br />
*Significant landing recovery.<br />
*3F FRC point at 14~16F, as soon as the projectile begins to fly.<br />
**FRC restores air options.<br />
<br />
'''Additional Frame Data:''' ''Ky is in crouching state during landing recovery. Has a minimum height requirement''<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Charged Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|5|j.236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_ACSE.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236D}}<br />
|}<br />
==== ====<br />
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 {{clr|5|236D}}.<br />
*2F FRC point at 21~22F, just as Ky flourishes to unleash the projectile.<br />
**This FRC '''does not''' reset your jump options like the Air Stun Edge FRCs do.<br />
**FRCing can cause the projectile to change directions to face the opponent.<br />
*The infamous 'shtkn strat' {{clr|5|j.236D}} FRC negative edge a {{clr|4|j.236H}}! If you do this right, Ky will effectively do 2 air fireballs that cover a big part of the playing field. <br />
**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.<br />
<br />
<br />
'''Additional Frame Data:''' ''Untechable for 25F. Ky is in crouching state during landing recovery. Hitstop 7F. Has a minimum height requirement''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Vapor Thrust</big>===<br />
<span class="input-badge">'''{{clr|3|623S}}/{{clr|4|H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_VaporThrust.png|High into the atmosphere.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground {{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|623S}}<br />
|-<br />
{{AttackVersion|name=Ground {{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.623S/H}}<br />
|}<br />
==== ====<br />
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.<br />
<br />
'''Additional Frame Data:''' ''Fully invincible 1~8F. Ky is airborne from 9F onwards. Floats opponent on hit (untechable for 50F). Initial prorate 80%.''<br />
<br />
----<br />
*{{clr|4|H}} version's invul extends into active frames, so it's strictly better to use if you're getting jumped at.<br />
*Launches the opponent lower than S version<br />
<br />
'''Additional Frame Data:''' ''Fully invincible 1~10F. Strike invincible 11~15F. Ky is airborne from 11F onwards. Initial prorate 80%.''<br />
<br />
----<br />
<br />
*Air version mostly sees use as a combo filler.<br />
<br />
'''Additional Frame Data:''' ''Strike invincible 1~10F. Floats opponent on hit (untechable for 45F). Can cancel into Lightning Javelin from 15~33F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Strike Through</big>===<br />
<span class="input-badge">'''Vapor Thrust/Grand Vapor Thrust -> {{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_SlashThrough.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|2|214K}}}}<br />
{{#lst:{{PAGENAME}}/Data|623S/H 214K}}<br />
|}<br />
==== ====<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>Needle Spike</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_NeedleSpike.png|2nd hit won't combo if you do it too close to the opponent.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236K}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236K}}<br />
|}<br />
==== ====<br />
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.<br />
----<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>Greed Sever</big>===<br />
<span class="input-badge">'''{{clr|2|236[K]}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_GreedSever.png|Good for opponents who are actually asleep<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
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</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236[K]}}<br />
|}<br />
==== ====<br />
Uses the first hit of Needle Spike and the actual Greed Sever part takes years to happen. You would likely to have to be asleep to be hit by this raw.<br />
</div><br />
</div><br />
<br />
===<big>Crescent Slash</big>===<br />
<span class="input-badge">'''{{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_CrescentSlash.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
|}<br />
==== ====<br />
Another glorious return from GGX, this rising overhead is fast, low crushes, is silent during startup, and leads into an air combo. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Grand Vapor Thrust</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_GrandVaporThrust.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
|}<br />
==== ====<br />
Ky slides along the ground and swings his sord, before rising into a Vapor Thrust. Very useful for converting your ground strings thanks to it's FRC. The first hit can pass through the opponent, but the move comes out too fast to be a crossup, so no cheap mixups for you young man.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Elegant Slash</big>===<br />
<span class="input-badge">'''{{clr|1|623P}} '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_ElegantSlash.png|Civilized Throw<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623P}}<br />
|}<br />
==== ====<br />
Quick 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<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Force Breaks==<br />
===<big>Lightning Sphere</big>===<br />
<span class="input-badge">'''Charged Stun Edge -> {{clr|5|4D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_Orb.png|'''Through the gates of heaven...'''<br />
<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D 4D}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Ky Kiske/Combos#Spending Meter|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.<br />
*[[GGACR/Offense#Vacuum|Vacuums]] opponent.<br />
*Must be blocked with FD in the air.<br />
*Can be cancelled into Charge Drive.<br />
<br />
'''Additional Frame Data''' ''Untechable for 25F. Hitstop 7F. Total length 43F. Can cancel into followup (Charge Drive) from 30~36F''<br />
</div><br />
</div><br />
<br />
===<big>Charge Drive</big>===<br />
<span class="input-badge">'''Lightning Sphere -> {{clr|5|46D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_ChargeDrive.png|'''...to the altars of hell'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D 4D 46D}}<br />
|}<br />
==== ====<br />
Finishing blow followed up from Lightning Sphere. Deals a high amount of stun and blows the opponent away. [[GGACR/Offense#Wall Stick|Wall Sticks]] in the corner, allowing a short follow-up combo.<br />
<br />
'''Additional Frame Data''' ''Forced prorate 70%. Wallsticks opponent on hit (untechable for 80F, sticks for 60F)''<br />
</div><br />
</div><br />
<br />
===<big>Stun Rays</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jD.png|Looks just like {{clr|5|j.D}}, but has a lot of special properties.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214D}}<br />
|}<br />
==== ====<br />
An exceptionally powerful version of Ky's {{clr|5|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.<br />
<br />
*Must be blocked in the air with Faultless Defense<br />
*Be sure to space it correctly (or be in the air) when the opponent wakes up in order to avoid being thrown.<br />
'''Additional Frame Data''' ''22F hitstun on standing hit. Untechable for 40F. Floats opponent on CH (untechable for 62F). Ky is in CH state until 15F. Hitstop 6F. Has a minimum height requirement. Projectile guaranteed to appear after 12F''<br />
</div><br />
</div><br />
===<big>Lightning Strike</big>===<br />
<span class="input-badge">'''{{clr|5|222D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Ky_222D.png|Holy shit guys, we solved the Justice matchup<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222D}}<br />
|}<br />
==== ====<br />
Like the one from his normal version, but can be used at any time and while the opponent is anywhere on screen, including midair. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Overdrives==<br />
===<big>Ride the Lightning</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_RTL.png|'''Lies, you don't ride it'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.632146H}}<br />
|}<br />
==== ====<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>Sacred Edge</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_SacredEdge.png|'''Burned by the glory of a sacred fire'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|632146P}}<br />
|}<br />
==== ====<br />
Same animation as the normal version, but the projectile lingers a bit before going forward, making it pretty worthless in neutral compared to before. Also there is now an air version.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Instant Kill==<br />
===<big>Rising Force</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_IK.png|'''Thunder and spark, in the heart of the dark'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
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 [[GGACR/A.B.A#Suka Motion | Suka Motion]] <br><br />
'''Additional Frame Data''' ''IK mode activation: 46F''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Ky Kiske}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Ky Kiske/Data]].}}<br />
{{Navbar-GGACR}}</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGACR/Ky_Kiske/EX&diff=234065GGACR/Ky Kiske/EX2021-10-09T08:34:34Z<p>Johhny: /* Strike Through */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|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.<br />
<br />
If you’re looking for a dirtier, less honest take on Ky’s usual playstyle, EX Ky may be for you.<br />
<br />
|lore= A former captain of the Sacred Order of Holy Knights.<br><br />
Ky's zeal and sincerity make him a valuable asset to his allies, and a target for his enemies.<br><br />
Now he investigates the Post-War Administration Bureau to bring justice to the corrupt system, though he is starting to have some doubts on his black and white worldview.<br><br />
He employs skillful swordplay and a magic blade, Thunderseal, in his fighting style, utilizing techniques that are peerless in strength and skill.<br><br />
Ky must balance his duties with the safety of his friends and family.<br />
|voice_actor= Takeshi Kusao<br />
|summary= is the resident "shoto" of ''Guilty Gear'', with a balanced toolkit and answers for almost every situation. <br />
|pros=<br />
* '''Better Reversal''': Vapor Thrust has been given some extra horizontal range early in the animation, making it actually a little useful on wakeup<br />
* '''New Mixup''': Hard to see overheads and a command grab gives Ky more ways to add threats to his blockstrings<br />
* '''FB Lightning Strike''': Very good counter zoning tool for times where the opponent can’t be dealt with by stun edge<br />
|cons=<br />
* '''No Stun Dipper''': Can’t reliably low profile his way through offense<br />
* '''Worse Greed Sever''': It’s extremely slow and telegraphed, and useless in combos.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|RF1QTDpgM0Q|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normals==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
A well-rounded jab. Ky generally has better options for most situations but you can set up frame traps, bait [[GGACR/Defense#Bursts|Bursts]], and anti-air with it.<br />
*Good vertical range.<br />
*Nice backup anti-air when {{clr|1|6P}} would fail (like if you were [[Crossup|crossed up]]).<br />
*Gatlings into any other attack.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5K.png|Literally footsies<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5K-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Ky_5K-2-Hitbox.png|Frames 7-9<br />
GGXXACPR_Ky_5K-3-Hitbox.png|Frames 10-12<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
Ky's main normal for okizeme and low mixup. Super fast, active for a long time, and hits low.<br />
*Hits surprisingly high up.<br />
*Active enough to catch backdashes.<br />
'''Additional Frame Data:''' ''80% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_cS.png|Multipurpose normal.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_cS-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
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|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.<br />
*Lots of options on hit or block.<br />
*Hits really high up, so it works as an anti-air.<br />
*Preferred normal to throw [[Option Select|option select]] with.<br />
*Preferred normal to [[GGACR/Movement#Jump Install | Jump Install]] in specific combos.<br />
*Long hitstun on [[GGACR/Offense#Counter Hits (CH)| CH]], enough to combo into {{clr|4|3H}}.<br />
*Often used to frame trap due to its high reward on CH.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_fS.png|Transcontinental normal<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_fS-1-Hitbox.png|Frames 10-12<br />
GGXXACPR_Ky_fS-2-Hitbox.png|Frames 13-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
A long reaching normal best used to space out your opponent from medium to far range. Usually cancelled into {{clr|3|2S}} or 236H/S, depending on range. It's recommended to be careful using it against characters who have low profiling moves such as [[GGACR/Ky Kiske#Stun Dipper| Stun Dipper]] and [[GGACR/Sol_Badguy#Grand/Ground Viper| Sol's Grand Viper]] along with Zappa's run and Faust's crouch walk.<br />
*Extends hurtbox significantly<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|2S}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
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.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6P.png|[https://sp.nicovideo.jp/watch/sm489869 D.G.E]<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_6P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Ky's go-to anti-air, and a good combo starter on Counter Hit. This is generally used instead of {{clr|4|2H}} when you're specifically reacting to a deep jump in, since it is fast and has invul. Often cancelled into {{clr|3|c.S}} for safety in the event of a clash or to hit confirm.<br />
*Upper body invulnerable early in the animation, then above-knees invulnerable for the rest.<br />
*Its invul can be used to beat some defensive options, such as [[GGACR/Defense#Dead Angle Attack (DAA) | DAA]], or [[GGACR/Ky Kiske#Vapor Thrust | Vapor Thrust]].<br />
*Floats and blows opponent back a far distance on CH. <br />
*Often used as a frame trap due to high reward on CH.<br />
*Sometimes used to start [[GGACR/Ky Kiske/Combos#6H Wallbounce / Loop| 6H loops]] on CH from very close hits.<br />
'''Additional Frame Data:''' ''Upper body invincible 1~6F. Above knees invincible 7~13F. Blows back opponent on CH (untechable for 56F on ground hit, air hit for 28F). 90% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_6K-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6K}}<br />
|}<br />
==== ====<br />
Slower than his normal version, but causes ground slide on hit that can be converted into damage in the corner.<br />
*Moves Ky forward.<br />
*0 on [[GGACR/Defense#Instant Block (IB)| IB]].<br />
<br />
<br />
'''Additional Frame Data:''' ''Puts opponent in blowback state on air hit (untechable 25F).''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_3H.png|Go ahead, mash that DP<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_3H-1-Hitbox.png|1st Hit (Frames 23-30)<br />
GGXXACPR_Ky_3H-2-Hitbox.png|2nd Hit (Frame 31)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
|}<br />
==== ====<br />
A powerful attack for okizeme when you have enough time to use it. Ky's slowest grounded normal other than {{clr|5|5D}}, in exchange for being ultra plus on block and [[Option Select|option selecting]] most reversals when timed correctly.<br />
<br />
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 Robo Ky it's a 1f window to correctly bait his Level 2/3 DP and have the second hit of 3H connect, because it has only 3f of startup. Against Ky you have a much larger window due to his Vapor Thrust having 11f of startup.<br />
<br />
*Hits 2 times.<br />
*Forces opponent into crouching state on hit.<br />
*Heavily increases Guard Gauge.<br />
*The 2nd hit is a common target for [[GGACR/Defense#Slashback (SB)| SB.]] Though this will negate Ky's absurd frame advantage, he is still safe.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5D.png|Don't be careless with this dust!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5D-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Offense#Impossible Dust| Impossible Dust]] combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2P.png|The Linker<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
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. <br><br />
*Though this is his fastest normal, 2K may be the preferred link in certain situations where its superior range is necessary.<br />
'''Additional Frame Data:''' ''80% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2K.png|Exhibit A: "What defines a crouching light kick"<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2K-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
A fast, low risk poke in neutral, especially when dashing in.<br />
*Has very good range for its speed.<br />
*Being low to the ground avoids airdash attacks.<br />
'''Additional Frame Data''' ''70% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2S-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|}<br />
==== ====<br />
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 {{clr|5|2D}}. Often cancelled into Stun Edge on hit or block, or layered with a {{clr|5|2D}} input to combo into a knockdown at closer ranges.<br />
*Quite a disjointed hitbox.<br />
*Being low to the ground avoids airdash attacks.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2H.png|'''Keep The Flag Flying'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2H-1-Hitbox.png|Frames 12-13<br />
GGXXACPR_Ky_2H-2-Hitbox.png|Frames 14-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
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.<br />
*Pulls in on air hit.<br />
*Launches on Counter Hit.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2D.png|Some say it's still active to this day...<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2D-1-Hitbox.png|Frames 7-12<br />
GGXXACPR_Ky_2D-2-Hitbox.png|Frames 13-17<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
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. <br />
*Hilariously long active frames<br />
'''Additional Frame Data:''' ''85% initial proration.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jP.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jP-1-Hitbox.png|Frames 6-8<br />
GGXXACPR_Ky_jP-2-Hitbox.png|Frames 9-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
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 {{clr|3|j.S}}.<br />
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.<br />
*Burst safe.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jK.png|A go-to option for air-to-air tactics.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jK-1-Hitbox.png|Frames 7-10<br />
GGXXACPR_Ky_jK-2-Hitbox.png|Frames 11-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
A big air poke used to stuff moves from far away. Great in general for air-to-air fights. <br />
*Crosses up.<br />
*Not jump cancellable, so cancels into {{clr|1|j.P}} or {{clr|3|j.S}} for air combos.<br />
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jS.png|Tingly (yet great) option to air combos.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jS-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
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 [[Fuzzy Overhead|f-shiki mixups]] off of a deep j.S due to its big vertical hitbox.<br />
*Crosses up.<br />
*Air combo filler.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jH.png|Get dunked.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jH-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
A massive swipe that's great for space control, and Ky's go-to landing move, especially when performing a safejump. Cancel into j.236S/H/D 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. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jD.png|Stop! You violated the law. Stop mashing or be served your punishment. Your airspace is now forfeit.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
{{clr|5|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 [[GGACR/Ky Kiske/Strategy#J.D|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 {{clr|1|j.P}} and {{clr|2|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.<br />
<br />
The landing recovery for {{clr|5|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.<br />
<br />
*Stops Ky's air momentum on use.<br />
*Remains even if Ky blocks, but disappears if Ky is hit.<br />
*Hard to hit short characters like Zappa and Faust.<br />
'''Additional Frame Data:''' ''Floats opponent on ground hit (untechable for 28F). Floats opponent higher on CH (untechable for 46F). Landing recovery 11F. Ky is in CH state until 16F. Is a projectile. If {{clr|5|j.D}} makes contact with another projectile, {{clr|5|j.D's}} hitbox immediately disappears. Cannot perform a second {{clr|5|j.D}} until first {{clr|5|j.D}} disappears.''<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_throw.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Ky Kiske/Combos#Throw Combos|a combo]] to make your mixup more punishing.<br />
* 2f FRC point at 59~60f.<br />
'''Additional Frame Data:''' ''Knocks down. 50% forced proration.''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_airThrow.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
Air throw that wallbounces in the corner, link with 2P for [[GGACR/Ky Kiske/Combos#Throw Combos|a combo.]] Option Select with j.P or j.K for safety. <br><br />
'''Additional Frame Data:''' ''Wall bounces opponent on hit (untechable for 60F). 50% forced proration.''<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
While useful in a pinch, Ky has a lot of defensive options you should consider using before committing to this unsafe guard cancel.<br />
*Uses 6P's animation.<br />
*Wallbounces in the corner.<br />
<br />
'''Additional Frame Data:''' ''Total length of animation: 38F. Fully invincible 1~14F. Throw invincible 15~32F. Wall bounces opponent on hit (untechable for 28F). Initial prorate 50%.''<br />
<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_StunEdge.png| Coconut!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
|-<br />
{{AttackVersion|name={{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
A fast, single hit projectile. Good for controlling space. FRC to force your way in at neutral, reset pressure, or in [[GGACR/Ky Kiske/Combos#Stun Edge FRC|difficult optimal damage combos.]]<br />
*The {{clr|3|S}} version comes out very fast and recovers quickly.<br />
*Good harassment tool for ending blockstrings and cancelling from {{clr|3|f.S}} or {{clr|3|2S}}.<br />
*Opponents can Instant Air Dash over it to punish continued use.<br />
*2F FRC point at 22~23F, when Ky's cape comes back to rest on his legs.<br />
**The FRC can be used to continue pressure on block, combo on hit, and bait air dashes.<br />
'''Additional Frame Data:''' ''Untechable for 18F. Ky is in CH state from 1~21F.''<br />
<br />
----<br />
{{clr|4|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.<br />
*2F FRC point at 25~26F, same visual cue as S version.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 20F. Ky is in CH state from 1~24F.''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Charged Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_CSE.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D}}<br />
|}<br />
==== ====<br />
A large 3-hit projectile that excels on okizeme, allowing free mix-ups when opponents are forced to block it.<br />
*Travels nearly fullscreen.<br />
*2F FRC point at 31~32F, just as Ky flourishes to unleash the attack.<br />
**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.<br />
**The FRC can be used to create opportunities in neutral, or set up high/low mixup on okizeme.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 20F Hitstop 7F. Can cancel into followup (Lightning Sphere) from 9~27F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|3|j.236S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_AirStunEdge.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
|-<br />
{{AttackVersion|name={{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
|}<br />
==== ====<br />
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. <br />
*{{clr|3|S}} version goes at about a 30 degree angle.<br />
*Significant landing recovery.<br />
*3F FRC point at 16~18F, just after the projectile begins to fly. Slightly later than H version.<br />
**FRC restores air options.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 18F. Ky is in crouching state during landing recovery. Has a minimum height requirement''<br />
<br />
----<br />
The {{clr|4|H}} version is better used to harass the opponent in neutral, or in combos due to its longer hitstun.<br />
*{{clr|4|H}} version goes at about a 60 degree angle.<br />
*Significant landing recovery.<br />
*3F FRC point at 14~16F, as soon as the projectile begins to fly.<br />
**FRC restores air options.<br />
<br />
'''Additional Frame Data:''' ''Ky is in crouching state during landing recovery. Has a minimum height requirement''<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Charged Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|5|j.236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_ACSE.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236D}}<br />
|}<br />
==== ====<br />
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 {{clr|5|236D}}.<br />
*2F FRC point at 21~22F, just as Ky flourishes to unleash the projectile.<br />
**This FRC '''does not''' reset your jump options like the Air Stun Edge FRCs do.<br />
**FRCing can cause the projectile to change directions to face the opponent.<br />
*The infamous 'shtkn strat' {{clr|5|j.236D}} FRC negative edge a {{clr|4|j.236H}}! If you do this right, Ky will effectively do 2 air fireballs that cover a big part of the playing field. <br />
**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.<br />
<br />
<br />
'''Additional Frame Data:''' ''Untechable for 25F. Ky is in crouching state during landing recovery. Hitstop 7F. Has a minimum height requirement''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Vapor Thrust</big>===<br />
<span class="input-badge">'''{{clr|3|623S}}/{{clr|4|H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_VaporThrust.png|High into the atmosphere.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground {{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|623S}}<br />
|-<br />
{{AttackVersion|name=Ground {{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.623S/H}}<br />
|}<br />
==== ====<br />
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.<br />
<br />
'''Additional Frame Data:''' ''Fully invincible 1~8F. Ky is airborne from 9F onwards. Floats opponent on hit (untechable for 50F). Initial prorate 80%.''<br />
<br />
----<br />
*{{clr|4|H}} version's invul extends into active frames, so it's strictly better to use if you're getting jumped at.<br />
*Launches the opponent lower than S version<br />
<br />
'''Additional Frame Data:''' ''Fully invincible 1~10F. Strike invincible 11~15F. Ky is airborne from 11F onwards. Initial prorate 80%.''<br />
<br />
----<br />
<br />
*Air version mostly sees use as a combo filler.<br />
<br />
'''Additional Frame Data:''' ''Strike invincible 1~10F. Floats opponent on hit (untechable for 45F). Can cancel into Lightning Javelin from 15~33F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Strike Through</big>===<br />
<span class="input-badge">'''Vapor Thrust/Grand Vapor Thrust -> {{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_SlashThrough.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|2|214K}}}}<br />
{{#lst:{{PAGENAME}}/Data|623S/H 214K}}<br />
|}<br />
==== ====<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>Needle Spike</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_NeedleSpike.png|2nd hit won't combo if you do it too close to the opponent.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236K}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236K}}<br />
|}<br />
==== ====<br />
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.<br />
----<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>Greed Sever</big>===<br />
<span class="input-badge">'''{{clr|2|236[K]}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_GreedSever.png|Good for opponents who are actually asleep<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236[K]}}<br />
|}<br />
==== ====<br />
Uses the first hit of Needle Spike and the actual Greed Sever part takes years to happen. You would likely to have to be asleep to be hit by this raw.<br />
</div><br />
</div><br />
<br />
===<big>Crescent Slash</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} The Grand Return'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_CrescentSlash.png|''''''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
|}<br />
==== ====<br />
Another glorious return from GGX, this rising overhead is fast, low crushes, is silent during startup, and leads into an air combo. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Grand Vapor Thrust</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_GrandVaporThrust.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
|}<br />
==== ====<br />
Ky slides along the ground and swings his sord, before rising into a Vapor Thrust. Very useful for converting your ground strings thanks to it's FRC. The first hit can pass through the opponent, but the move comes out too fast to be a crossup, so no cheap mixups for you young man.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Elegant Slash</big>===<br />
<span class="input-badge">'''{{clr|1|623P}} '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_ElegantSlash.png|Civilized Throw<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623P}}<br />
|}<br />
==== ====<br />
Quick 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<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Force Breaks==<br />
===<big>Lightning Sphere</big>===<br />
<span class="input-badge">'''Charged Stun Edge -> {{clr|5|4D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_Orb.png|'''Through the gates of heaven...'''<br />
<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D 4D}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Ky Kiske/Combos#Spending Meter|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.<br />
*[[GGACR/Offense#Vacuum|Vacuums]] opponent.<br />
*Must be blocked with FD in the air.<br />
*Can be cancelled into Charge Drive.<br />
<br />
'''Additional Frame Data''' ''Untechable for 25F. Hitstop 7F. Total length 43F. Can cancel into followup (Charge Drive) from 30~36F''<br />
</div><br />
</div><br />
<br />
===<big>Charge Drive</big>===<br />
<span class="input-badge">'''Lightning Sphere -> {{clr|5|46D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_ChargeDrive.png|'''...to the altars of hell'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D 4D 46D}}<br />
|}<br />
==== ====<br />
Finishing blow followed up from Lightning Sphere. Deals a high amount of stun and blows the opponent away. [[GGACR/Offense#Wall Stick|Wall Sticks]] in the corner, allowing a short follow-up combo.<br />
<br />
'''Additional Frame Data''' ''Forced prorate 70%. Wallsticks opponent on hit (untechable for 80F, sticks for 60F)''<br />
</div><br />
</div><br />
<br />
===<big>Stun Rays</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jD.png|Looks just like {{clr|5|j.D}}, but has a lot of special properties.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214D}}<br />
|}<br />
==== ====<br />
An exceptionally powerful version of Ky's {{clr|5|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.<br />
<br />
*Must be blocked in the air with Faultless Defense<br />
*Be sure to space it correctly (or be in the air) when the opponent wakes up in order to avoid being thrown.<br />
'''Additional Frame Data''' ''22F hitstun on standing hit. Untechable for 40F. Floats opponent on CH (untechable for 62F). Ky is in CH state until 15F. Hitstop 6F. Has a minimum height requirement. Projectile guaranteed to appear after 12F''<br />
</div><br />
</div><br />
===<big>Lightning Strike</big>===<br />
<span class="input-badge">'''{{clr|5|222D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Ky_222D.png|Holy shit guys, we solved the Justice matchup<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222D}}<br />
|}<br />
==== ====<br />
Like the one from his normal version, but can be used at any time and while the opponent is anywhere on screen, including midair. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Overdrives==<br />
===<big>Ride the Lightning</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_RTL.png|'''Lies, you don't ride it'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.632146H}}<br />
|}<br />
==== ====<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>Sacred Edge</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_SacredEdge.png|'''Burned by the glory of a sacred fire'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|632146P}}<br />
|}<br />
==== ====<br />
Same animation as the normal version, but the projectile lingers a bit before going forward, making it pretty worthless in neutral compared to before. Also there is now an air version.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Instant Kill==<br />
===<big>Rising Force</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_IK.png|'''Thunder and spark, in the heart of the dark'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
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 [[GGACR/A.B.A#Suka Motion | Suka Motion]] <br><br />
'''Additional Frame Data''' ''IK mode activation: 46F''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Ky Kiske}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Ky Kiske/Data]].}}<br />
{{Navbar-GGACR}}</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGACR/Ky_Kiske/EX&diff=234064GGACR/Ky Kiske/EX2021-10-09T08:32:09Z<p>Johhny: /* Greed Sever */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|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.<br />
<br />
If you’re looking for a dirtier, less honest take on Ky’s usual playstyle, EX Ky may be for you.<br />
<br />
|lore= A former captain of the Sacred Order of Holy Knights.<br><br />
Ky's zeal and sincerity make him a valuable asset to his allies, and a target for his enemies.<br><br />
Now he investigates the Post-War Administration Bureau to bring justice to the corrupt system, though he is starting to have some doubts on his black and white worldview.<br><br />
He employs skillful swordplay and a magic blade, Thunderseal, in his fighting style, utilizing techniques that are peerless in strength and skill.<br><br />
Ky must balance his duties with the safety of his friends and family.<br />
|voice_actor= Takeshi Kusao<br />
|summary= is the resident "shoto" of ''Guilty Gear'', with a balanced toolkit and answers for almost every situation. <br />
|pros=<br />
* '''Better Reversal''': Vapor Thrust has been given some extra horizontal range early in the animation, making it actually a little useful on wakeup<br />
* '''New Mixup''': Hard to see overheads and a command grab gives Ky more ways to add threats to his blockstrings<br />
* '''FB Lightning Strike''': Very good counter zoning tool for times where the opponent can’t be dealt with by stun edge<br />
|cons=<br />
* '''No Stun Dipper''': Can’t reliably low profile his way through offense<br />
* '''Worse Greed Sever''': It’s extremely slow and telegraphed, and useless in combos.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|RF1QTDpgM0Q|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normals==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
A well-rounded jab. Ky generally has better options for most situations but you can set up frame traps, bait [[GGACR/Defense#Bursts|Bursts]], and anti-air with it.<br />
*Good vertical range.<br />
*Nice backup anti-air when {{clr|1|6P}} would fail (like if you were [[Crossup|crossed up]]).<br />
*Gatlings into any other attack.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5K.png|Literally footsies<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5K-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Ky_5K-2-Hitbox.png|Frames 7-9<br />
GGXXACPR_Ky_5K-3-Hitbox.png|Frames 10-12<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
Ky's main normal for okizeme and low mixup. Super fast, active for a long time, and hits low.<br />
*Hits surprisingly high up.<br />
*Active enough to catch backdashes.<br />
'''Additional Frame Data:''' ''80% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_cS.png|Multipurpose normal.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_cS-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
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|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.<br />
*Lots of options on hit or block.<br />
*Hits really high up, so it works as an anti-air.<br />
*Preferred normal to throw [[Option Select|option select]] with.<br />
*Preferred normal to [[GGACR/Movement#Jump Install | Jump Install]] in specific combos.<br />
*Long hitstun on [[GGACR/Offense#Counter Hits (CH)| CH]], enough to combo into {{clr|4|3H}}.<br />
*Often used to frame trap due to its high reward on CH.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_fS.png|Transcontinental normal<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_fS-1-Hitbox.png|Frames 10-12<br />
GGXXACPR_Ky_fS-2-Hitbox.png|Frames 13-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
A long reaching normal best used to space out your opponent from medium to far range. Usually cancelled into {{clr|3|2S}} or 236H/S, depending on range. It's recommended to be careful using it against characters who have low profiling moves such as [[GGACR/Ky Kiske#Stun Dipper| Stun Dipper]] and [[GGACR/Sol_Badguy#Grand/Ground Viper| Sol's Grand Viper]] along with Zappa's run and Faust's crouch walk.<br />
*Extends hurtbox significantly<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|2S}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
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.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6P.png|[https://sp.nicovideo.jp/watch/sm489869 D.G.E]<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_6P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Ky's go-to anti-air, and a good combo starter on Counter Hit. This is generally used instead of {{clr|4|2H}} when you're specifically reacting to a deep jump in, since it is fast and has invul. Often cancelled into {{clr|3|c.S}} for safety in the event of a clash or to hit confirm.<br />
*Upper body invulnerable early in the animation, then above-knees invulnerable for the rest.<br />
*Its invul can be used to beat some defensive options, such as [[GGACR/Defense#Dead Angle Attack (DAA) | DAA]], or [[GGACR/Ky Kiske#Vapor Thrust | Vapor Thrust]].<br />
*Floats and blows opponent back a far distance on CH. <br />
*Often used as a frame trap due to high reward on CH.<br />
*Sometimes used to start [[GGACR/Ky Kiske/Combos#6H Wallbounce / Loop| 6H loops]] on CH from very close hits.<br />
'''Additional Frame Data:''' ''Upper body invincible 1~6F. Above knees invincible 7~13F. Blows back opponent on CH (untechable for 56F on ground hit, air hit for 28F). 90% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_6K-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6K}}<br />
|}<br />
==== ====<br />
Slower than his normal version, but causes ground slide on hit that can be converted into damage in the corner.<br />
*Moves Ky forward.<br />
*0 on [[GGACR/Defense#Instant Block (IB)| IB]].<br />
<br />
<br />
'''Additional Frame Data:''' ''Puts opponent in blowback state on air hit (untechable 25F).''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_3H.png|Go ahead, mash that DP<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_3H-1-Hitbox.png|1st Hit (Frames 23-30)<br />
GGXXACPR_Ky_3H-2-Hitbox.png|2nd Hit (Frame 31)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
|}<br />
==== ====<br />
A powerful attack for okizeme when you have enough time to use it. Ky's slowest grounded normal other than {{clr|5|5D}}, in exchange for being ultra plus on block and [[Option Select|option selecting]] most reversals when timed correctly.<br />
<br />
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 Robo Ky it's a 1f window to correctly bait his Level 2/3 DP and have the second hit of 3H connect, because it has only 3f of startup. Against Ky you have a much larger window due to his Vapor Thrust having 11f of startup.<br />
<br />
*Hits 2 times.<br />
*Forces opponent into crouching state on hit.<br />
*Heavily increases Guard Gauge.<br />
*The 2nd hit is a common target for [[GGACR/Defense#Slashback (SB)| SB.]] Though this will negate Ky's absurd frame advantage, he is still safe.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5D.png|Don't be careless with this dust!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5D-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Offense#Impossible Dust| Impossible Dust]] combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2P.png|The Linker<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
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. <br><br />
*Though this is his fastest normal, 2K may be the preferred link in certain situations where its superior range is necessary.<br />
'''Additional Frame Data:''' ''80% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2K.png|Exhibit A: "What defines a crouching light kick"<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2K-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
A fast, low risk poke in neutral, especially when dashing in.<br />
*Has very good range for its speed.<br />
*Being low to the ground avoids airdash attacks.<br />
'''Additional Frame Data''' ''70% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2S-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|}<br />
==== ====<br />
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 {{clr|5|2D}}. Often cancelled into Stun Edge on hit or block, or layered with a {{clr|5|2D}} input to combo into a knockdown at closer ranges.<br />
*Quite a disjointed hitbox.<br />
*Being low to the ground avoids airdash attacks.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2H.png|'''Keep The Flag Flying'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2H-1-Hitbox.png|Frames 12-13<br />
GGXXACPR_Ky_2H-2-Hitbox.png|Frames 14-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
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.<br />
*Pulls in on air hit.<br />
*Launches on Counter Hit.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2D.png|Some say it's still active to this day...<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2D-1-Hitbox.png|Frames 7-12<br />
GGXXACPR_Ky_2D-2-Hitbox.png|Frames 13-17<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
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. <br />
*Hilariously long active frames<br />
'''Additional Frame Data:''' ''85% initial proration.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jP.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jP-1-Hitbox.png|Frames 6-8<br />
GGXXACPR_Ky_jP-2-Hitbox.png|Frames 9-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
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 {{clr|3|j.S}}.<br />
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.<br />
*Burst safe.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jK.png|A go-to option for air-to-air tactics.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jK-1-Hitbox.png|Frames 7-10<br />
GGXXACPR_Ky_jK-2-Hitbox.png|Frames 11-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
A big air poke used to stuff moves from far away. Great in general for air-to-air fights. <br />
*Crosses up.<br />
*Not jump cancellable, so cancels into {{clr|1|j.P}} or {{clr|3|j.S}} for air combos.<br />
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jS.png|Tingly (yet great) option to air combos.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jS-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
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 [[Fuzzy Overhead|f-shiki mixups]] off of a deep j.S due to its big vertical hitbox.<br />
*Crosses up.<br />
*Air combo filler.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jH.png|Get dunked.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jH-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
A massive swipe that's great for space control, and Ky's go-to landing move, especially when performing a safejump. Cancel into j.236S/H/D 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. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jD.png|Stop! You violated the law. Stop mashing or be served your punishment. Your airspace is now forfeit.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
{{clr|5|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 [[GGACR/Ky Kiske/Strategy#J.D|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 {{clr|1|j.P}} and {{clr|2|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.<br />
<br />
The landing recovery for {{clr|5|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.<br />
<br />
*Stops Ky's air momentum on use.<br />
*Remains even if Ky blocks, but disappears if Ky is hit.<br />
*Hard to hit short characters like Zappa and Faust.<br />
'''Additional Frame Data:''' ''Floats opponent on ground hit (untechable for 28F). Floats opponent higher on CH (untechable for 46F). Landing recovery 11F. Ky is in CH state until 16F. Is a projectile. If {{clr|5|j.D}} makes contact with another projectile, {{clr|5|j.D's}} hitbox immediately disappears. Cannot perform a second {{clr|5|j.D}} until first {{clr|5|j.D}} disappears.''<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_throw.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Ky Kiske/Combos#Throw Combos|a combo]] to make your mixup more punishing.<br />
* 2f FRC point at 59~60f.<br />
'''Additional Frame Data:''' ''Knocks down. 50% forced proration.''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_airThrow.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
Air throw that wallbounces in the corner, link with 2P for [[GGACR/Ky Kiske/Combos#Throw Combos|a combo.]] Option Select with j.P or j.K for safety. <br><br />
'''Additional Frame Data:''' ''Wall bounces opponent on hit (untechable for 60F). 50% forced proration.''<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
While useful in a pinch, Ky has a lot of defensive options you should consider using before committing to this unsafe guard cancel.<br />
*Uses 6P's animation.<br />
*Wallbounces in the corner.<br />
<br />
'''Additional Frame Data:''' ''Total length of animation: 38F. Fully invincible 1~14F. Throw invincible 15~32F. Wall bounces opponent on hit (untechable for 28F). Initial prorate 50%.''<br />
<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_StunEdge.png| Coconut!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
|-<br />
{{AttackVersion|name={{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
A fast, single hit projectile. Good for controlling space. FRC to force your way in at neutral, reset pressure, or in [[GGACR/Ky Kiske/Combos#Stun Edge FRC|difficult optimal damage combos.]]<br />
*The {{clr|3|S}} version comes out very fast and recovers quickly.<br />
*Good harassment tool for ending blockstrings and cancelling from {{clr|3|f.S}} or {{clr|3|2S}}.<br />
*Opponents can Instant Air Dash over it to punish continued use.<br />
*2F FRC point at 22~23F, when Ky's cape comes back to rest on his legs.<br />
**The FRC can be used to continue pressure on block, combo on hit, and bait air dashes.<br />
'''Additional Frame Data:''' ''Untechable for 18F. Ky is in CH state from 1~21F.''<br />
<br />
----<br />
{{clr|4|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.<br />
*2F FRC point at 25~26F, same visual cue as S version.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 20F. Ky is in CH state from 1~24F.''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Charged Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_CSE.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D}}<br />
|}<br />
==== ====<br />
A large 3-hit projectile that excels on okizeme, allowing free mix-ups when opponents are forced to block it.<br />
*Travels nearly fullscreen.<br />
*2F FRC point at 31~32F, just as Ky flourishes to unleash the attack.<br />
**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.<br />
**The FRC can be used to create opportunities in neutral, or set up high/low mixup on okizeme.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 20F Hitstop 7F. Can cancel into followup (Lightning Sphere) from 9~27F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|3|j.236S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_AirStunEdge.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
|-<br />
{{AttackVersion|name={{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
|}<br />
==== ====<br />
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. <br />
*{{clr|3|S}} version goes at about a 30 degree angle.<br />
*Significant landing recovery.<br />
*3F FRC point at 16~18F, just after the projectile begins to fly. Slightly later than H version.<br />
**FRC restores air options.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 18F. Ky is in crouching state during landing recovery. Has a minimum height requirement''<br />
<br />
----<br />
The {{clr|4|H}} version is better used to harass the opponent in neutral, or in combos due to its longer hitstun.<br />
*{{clr|4|H}} version goes at about a 60 degree angle.<br />
*Significant landing recovery.<br />
*3F FRC point at 14~16F, as soon as the projectile begins to fly.<br />
**FRC restores air options.<br />
<br />
'''Additional Frame Data:''' ''Ky is in crouching state during landing recovery. Has a minimum height requirement''<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Charged Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|5|j.236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_ACSE.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236D}}<br />
|}<br />
==== ====<br />
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 {{clr|5|236D}}.<br />
*2F FRC point at 21~22F, just as Ky flourishes to unleash the projectile.<br />
**This FRC '''does not''' reset your jump options like the Air Stun Edge FRCs do.<br />
**FRCing can cause the projectile to change directions to face the opponent.<br />
*The infamous 'shtkn strat' {{clr|5|j.236D}} FRC negative edge a {{clr|4|j.236H}}! If you do this right, Ky will effectively do 2 air fireballs that cover a big part of the playing field. <br />
**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.<br />
<br />
<br />
'''Additional Frame Data:''' ''Untechable for 25F. Ky is in crouching state during landing recovery. Hitstop 7F. Has a minimum height requirement''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Vapor Thrust</big>===<br />
<span class="input-badge">'''{{clr|3|623S}}/{{clr|4|H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_VaporThrust.png|High into the atmosphere.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground {{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|623S}}<br />
|-<br />
{{AttackVersion|name=Ground {{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.623S/H}}<br />
|}<br />
==== ====<br />
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.<br />
<br />
'''Additional Frame Data:''' ''Fully invincible 1~8F. Ky is airborne from 9F onwards. Floats opponent on hit (untechable for 50F). Initial prorate 80%.''<br />
<br />
----<br />
*{{clr|4|H}} version's invul extends into active frames, so it's strictly better to use if you're getting jumped at.<br />
*Launches the opponent lower than S version<br />
<br />
'''Additional Frame Data:''' ''Fully invincible 1~10F. Strike invincible 11~15F. Ky is airborne from 11F onwards. Initial prorate 80%.''<br />
<br />
----<br />
<br />
*Air version mostly sees use as a combo filler.<br />
<br />
'''Additional Frame Data:''' ''Strike invincible 1~10F. Floats opponent on hit (untechable for 45F). Can cancel into Lightning Javelin from 15~33F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Strike Through</big>===<br />
<span class="input-badge">'''Vapor Thrust/Grand Vapor Thrust -> {{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_LightningJavelin.png|S version wallsticks, H version wallbounces<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|2|214K}}}}<br />
{{#lst:{{PAGENAME}}/Data|623S_214K}}<br />
|}<br />
==== ====<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>Needle Spike</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_NeedleSpike.png|2nd hit won't combo if you do it too close to the opponent.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236K}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236K}}<br />
|}<br />
==== ====<br />
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.<br />
----<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>Greed Sever</big>===<br />
<span class="input-badge">'''{{clr|2|236[K]}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_GreedSever.png|Good for opponents who are actually asleep<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236[K]}}<br />
|}<br />
==== ====<br />
Uses the first hit of Needle Spike and the actual Greed Sever part takes years to happen. You would likely to have to be asleep to be hit by this raw.<br />
</div><br />
</div><br />
<br />
===<big>Crescent Slash</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} The Grand Return'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_CrescentSlash.png|''''''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
|}<br />
==== ====<br />
Another glorious return from GGX, this rising overhead is fast, low crushes, is silent during startup, and leads into an air combo. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Grand Vapor Thrust</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_GrandVaporThrust.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
|}<br />
==== ====<br />
Ky slides along the ground and swings his sord, before rising into a Vapor Thrust. Very useful for converting your ground strings thanks to it's FRC. The first hit can pass through the opponent, but the move comes out too fast to be a crossup, so no cheap mixups for you young man.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Elegant Slash</big>===<br />
<span class="input-badge">'''{{clr|1|623P}} '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_ElegantSlash.png|Civilized Throw<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623P}}<br />
|}<br />
==== ====<br />
Quick 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<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Force Breaks==<br />
===<big>Lightning Sphere</big>===<br />
<span class="input-badge">'''Charged Stun Edge -> {{clr|5|4D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_Orb.png|'''Through the gates of heaven...'''<br />
<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D 4D}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Ky Kiske/Combos#Spending Meter|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.<br />
*[[GGACR/Offense#Vacuum|Vacuums]] opponent.<br />
*Must be blocked with FD in the air.<br />
*Can be cancelled into Charge Drive.<br />
<br />
'''Additional Frame Data''' ''Untechable for 25F. Hitstop 7F. Total length 43F. Can cancel into followup (Charge Drive) from 30~36F''<br />
</div><br />
</div><br />
<br />
===<big>Charge Drive</big>===<br />
<span class="input-badge">'''Lightning Sphere -> {{clr|5|46D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_ChargeDrive.png|'''...to the altars of hell'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D 4D 46D}}<br />
|}<br />
==== ====<br />
Finishing blow followed up from Lightning Sphere. Deals a high amount of stun and blows the opponent away. [[GGACR/Offense#Wall Stick|Wall Sticks]] in the corner, allowing a short follow-up combo.<br />
<br />
'''Additional Frame Data''' ''Forced prorate 70%. Wallsticks opponent on hit (untechable for 80F, sticks for 60F)''<br />
</div><br />
</div><br />
<br />
===<big>Stun Rays</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jD.png|Looks just like {{clr|5|j.D}}, but has a lot of special properties.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214D}}<br />
|}<br />
==== ====<br />
An exceptionally powerful version of Ky's {{clr|5|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.<br />
<br />
*Must be blocked in the air with Faultless Defense<br />
*Be sure to space it correctly (or be in the air) when the opponent wakes up in order to avoid being thrown.<br />
'''Additional Frame Data''' ''22F hitstun on standing hit. Untechable for 40F. Floats opponent on CH (untechable for 62F). Ky is in CH state until 15F. Hitstop 6F. Has a minimum height requirement. Projectile guaranteed to appear after 12F''<br />
</div><br />
</div><br />
===<big>Lightning Strike</big>===<br />
<span class="input-badge">'''{{clr|5|222D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Ky_222D.png|Holy shit guys, we solved the Justice matchup<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222D}}<br />
|}<br />
==== ====<br />
Like the one from his normal version, but can be used at any time and while the opponent is anywhere on screen, including midair. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Overdrives==<br />
===<big>Ride the Lightning</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_RTL.png|'''Lies, you don't ride it'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.632146H}}<br />
|}<br />
==== ====<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>Sacred Edge</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_SacredEdge.png|'''Burned by the glory of a sacred fire'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|632146P}}<br />
|}<br />
==== ====<br />
Same animation as the normal version, but the projectile lingers a bit before going forward, making it pretty worthless in neutral compared to before. Also there is now an air version.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Instant Kill==<br />
===<big>Rising Force</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_IK.png|'''Thunder and spark, in the heart of the dark'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
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 [[GGACR/A.B.A#Suka Motion | Suka Motion]] <br><br />
'''Additional Frame Data''' ''IK mode activation: 46F''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Ky Kiske}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Ky Kiske/Data]].}}<br />
{{Navbar-GGACR}}</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGACR/Ky_Kiske/EX&diff=234063GGACR/Ky Kiske/EX2021-10-09T08:31:09Z<p>Johhny: /* Elegant Slash */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|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.<br />
<br />
If you’re looking for a dirtier, less honest take on Ky’s usual playstyle, EX Ky may be for you.<br />
<br />
|lore= A former captain of the Sacred Order of Holy Knights.<br><br />
Ky's zeal and sincerity make him a valuable asset to his allies, and a target for his enemies.<br><br />
Now he investigates the Post-War Administration Bureau to bring justice to the corrupt system, though he is starting to have some doubts on his black and white worldview.<br><br />
He employs skillful swordplay and a magic blade, Thunderseal, in his fighting style, utilizing techniques that are peerless in strength and skill.<br><br />
Ky must balance his duties with the safety of his friends and family.<br />
|voice_actor= Takeshi Kusao<br />
|summary= is the resident "shoto" of ''Guilty Gear'', with a balanced toolkit and answers for almost every situation. <br />
|pros=<br />
* '''Better Reversal''': Vapor Thrust has been given some extra horizontal range early in the animation, making it actually a little useful on wakeup<br />
* '''New Mixup''': Hard to see overheads and a command grab gives Ky more ways to add threats to his blockstrings<br />
* '''FB Lightning Strike''': Very good counter zoning tool for times where the opponent can’t be dealt with by stun edge<br />
|cons=<br />
* '''No Stun Dipper''': Can’t reliably low profile his way through offense<br />
* '''Worse Greed Sever''': It’s extremely slow and telegraphed, and useless in combos.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|RF1QTDpgM0Q|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normals==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
A well-rounded jab. Ky generally has better options for most situations but you can set up frame traps, bait [[GGACR/Defense#Bursts|Bursts]], and anti-air with it.<br />
*Good vertical range.<br />
*Nice backup anti-air when {{clr|1|6P}} would fail (like if you were [[Crossup|crossed up]]).<br />
*Gatlings into any other attack.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5K.png|Literally footsies<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5K-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Ky_5K-2-Hitbox.png|Frames 7-9<br />
GGXXACPR_Ky_5K-3-Hitbox.png|Frames 10-12<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
Ky's main normal for okizeme and low mixup. Super fast, active for a long time, and hits low.<br />
*Hits surprisingly high up.<br />
*Active enough to catch backdashes.<br />
'''Additional Frame Data:''' ''80% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_cS.png|Multipurpose normal.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_cS-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
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|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.<br />
*Lots of options on hit or block.<br />
*Hits really high up, so it works as an anti-air.<br />
*Preferred normal to throw [[Option Select|option select]] with.<br />
*Preferred normal to [[GGACR/Movement#Jump Install | Jump Install]] in specific combos.<br />
*Long hitstun on [[GGACR/Offense#Counter Hits (CH)| CH]], enough to combo into {{clr|4|3H}}.<br />
*Often used to frame trap due to its high reward on CH.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_fS.png|Transcontinental normal<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_fS-1-Hitbox.png|Frames 10-12<br />
GGXXACPR_Ky_fS-2-Hitbox.png|Frames 13-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
A long reaching normal best used to space out your opponent from medium to far range. Usually cancelled into {{clr|3|2S}} or 236H/S, depending on range. It's recommended to be careful using it against characters who have low profiling moves such as [[GGACR/Ky Kiske#Stun Dipper| Stun Dipper]] and [[GGACR/Sol_Badguy#Grand/Ground Viper| Sol's Grand Viper]] along with Zappa's run and Faust's crouch walk.<br />
*Extends hurtbox significantly<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|2S}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
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.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6P.png|[https://sp.nicovideo.jp/watch/sm489869 D.G.E]<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_6P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Ky's go-to anti-air, and a good combo starter on Counter Hit. This is generally used instead of {{clr|4|2H}} when you're specifically reacting to a deep jump in, since it is fast and has invul. Often cancelled into {{clr|3|c.S}} for safety in the event of a clash or to hit confirm.<br />
*Upper body invulnerable early in the animation, then above-knees invulnerable for the rest.<br />
*Its invul can be used to beat some defensive options, such as [[GGACR/Defense#Dead Angle Attack (DAA) | DAA]], or [[GGACR/Ky Kiske#Vapor Thrust | Vapor Thrust]].<br />
*Floats and blows opponent back a far distance on CH. <br />
*Often used as a frame trap due to high reward on CH.<br />
*Sometimes used to start [[GGACR/Ky Kiske/Combos#6H Wallbounce / Loop| 6H loops]] on CH from very close hits.<br />
'''Additional Frame Data:''' ''Upper body invincible 1~6F. Above knees invincible 7~13F. Blows back opponent on CH (untechable for 56F on ground hit, air hit for 28F). 90% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_6K-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6K}}<br />
|}<br />
==== ====<br />
Slower than his normal version, but causes ground slide on hit that can be converted into damage in the corner.<br />
*Moves Ky forward.<br />
*0 on [[GGACR/Defense#Instant Block (IB)| IB]].<br />
<br />
<br />
'''Additional Frame Data:''' ''Puts opponent in blowback state on air hit (untechable 25F).''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_3H.png|Go ahead, mash that DP<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_3H-1-Hitbox.png|1st Hit (Frames 23-30)<br />
GGXXACPR_Ky_3H-2-Hitbox.png|2nd Hit (Frame 31)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
|}<br />
==== ====<br />
A powerful attack for okizeme when you have enough time to use it. Ky's slowest grounded normal other than {{clr|5|5D}}, in exchange for being ultra plus on block and [[Option Select|option selecting]] most reversals when timed correctly.<br />
<br />
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 Robo Ky it's a 1f window to correctly bait his Level 2/3 DP and have the second hit of 3H connect, because it has only 3f of startup. Against Ky you have a much larger window due to his Vapor Thrust having 11f of startup.<br />
<br />
*Hits 2 times.<br />
*Forces opponent into crouching state on hit.<br />
*Heavily increases Guard Gauge.<br />
*The 2nd hit is a common target for [[GGACR/Defense#Slashback (SB)| SB.]] Though this will negate Ky's absurd frame advantage, he is still safe.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5D.png|Don't be careless with this dust!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5D-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Offense#Impossible Dust| Impossible Dust]] combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2P.png|The Linker<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
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. <br><br />
*Though this is his fastest normal, 2K may be the preferred link in certain situations where its superior range is necessary.<br />
'''Additional Frame Data:''' ''80% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2K.png|Exhibit A: "What defines a crouching light kick"<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2K-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
A fast, low risk poke in neutral, especially when dashing in.<br />
*Has very good range for its speed.<br />
*Being low to the ground avoids airdash attacks.<br />
'''Additional Frame Data''' ''70% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2S-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|}<br />
==== ====<br />
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 {{clr|5|2D}}. Often cancelled into Stun Edge on hit or block, or layered with a {{clr|5|2D}} input to combo into a knockdown at closer ranges.<br />
*Quite a disjointed hitbox.<br />
*Being low to the ground avoids airdash attacks.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2H.png|'''Keep The Flag Flying'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2H-1-Hitbox.png|Frames 12-13<br />
GGXXACPR_Ky_2H-2-Hitbox.png|Frames 14-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
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.<br />
*Pulls in on air hit.<br />
*Launches on Counter Hit.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2D.png|Some say it's still active to this day...<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2D-1-Hitbox.png|Frames 7-12<br />
GGXXACPR_Ky_2D-2-Hitbox.png|Frames 13-17<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
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. <br />
*Hilariously long active frames<br />
'''Additional Frame Data:''' ''85% initial proration.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jP.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jP-1-Hitbox.png|Frames 6-8<br />
GGXXACPR_Ky_jP-2-Hitbox.png|Frames 9-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
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 {{clr|3|j.S}}.<br />
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.<br />
*Burst safe.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jK.png|A go-to option for air-to-air tactics.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jK-1-Hitbox.png|Frames 7-10<br />
GGXXACPR_Ky_jK-2-Hitbox.png|Frames 11-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
A big air poke used to stuff moves from far away. Great in general for air-to-air fights. <br />
*Crosses up.<br />
*Not jump cancellable, so cancels into {{clr|1|j.P}} or {{clr|3|j.S}} for air combos.<br />
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jS.png|Tingly (yet great) option to air combos.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jS-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
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 [[Fuzzy Overhead|f-shiki mixups]] off of a deep j.S due to its big vertical hitbox.<br />
*Crosses up.<br />
*Air combo filler.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jH.png|Get dunked.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jH-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
A massive swipe that's great for space control, and Ky's go-to landing move, especially when performing a safejump. Cancel into j.236S/H/D 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. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jD.png|Stop! You violated the law. Stop mashing or be served your punishment. Your airspace is now forfeit.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
{{clr|5|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 [[GGACR/Ky Kiske/Strategy#J.D|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 {{clr|1|j.P}} and {{clr|2|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.<br />
<br />
The landing recovery for {{clr|5|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.<br />
<br />
*Stops Ky's air momentum on use.<br />
*Remains even if Ky blocks, but disappears if Ky is hit.<br />
*Hard to hit short characters like Zappa and Faust.<br />
'''Additional Frame Data:''' ''Floats opponent on ground hit (untechable for 28F). Floats opponent higher on CH (untechable for 46F). Landing recovery 11F. Ky is in CH state until 16F. Is a projectile. If {{clr|5|j.D}} makes contact with another projectile, {{clr|5|j.D's}} hitbox immediately disappears. Cannot perform a second {{clr|5|j.D}} until first {{clr|5|j.D}} disappears.''<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_throw.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Ky Kiske/Combos#Throw Combos|a combo]] to make your mixup more punishing.<br />
* 2f FRC point at 59~60f.<br />
'''Additional Frame Data:''' ''Knocks down. 50% forced proration.''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_airThrow.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
Air throw that wallbounces in the corner, link with 2P for [[GGACR/Ky Kiske/Combos#Throw Combos|a combo.]] Option Select with j.P or j.K for safety. <br><br />
'''Additional Frame Data:''' ''Wall bounces opponent on hit (untechable for 60F). 50% forced proration.''<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
While useful in a pinch, Ky has a lot of defensive options you should consider using before committing to this unsafe guard cancel.<br />
*Uses 6P's animation.<br />
*Wallbounces in the corner.<br />
<br />
'''Additional Frame Data:''' ''Total length of animation: 38F. Fully invincible 1~14F. Throw invincible 15~32F. Wall bounces opponent on hit (untechable for 28F). Initial prorate 50%.''<br />
<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_StunEdge.png| Coconut!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
|-<br />
{{AttackVersion|name={{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
A fast, single hit projectile. Good for controlling space. FRC to force your way in at neutral, reset pressure, or in [[GGACR/Ky Kiske/Combos#Stun Edge FRC|difficult optimal damage combos.]]<br />
*The {{clr|3|S}} version comes out very fast and recovers quickly.<br />
*Good harassment tool for ending blockstrings and cancelling from {{clr|3|f.S}} or {{clr|3|2S}}.<br />
*Opponents can Instant Air Dash over it to punish continued use.<br />
*2F FRC point at 22~23F, when Ky's cape comes back to rest on his legs.<br />
**The FRC can be used to continue pressure on block, combo on hit, and bait air dashes.<br />
'''Additional Frame Data:''' ''Untechable for 18F. Ky is in CH state from 1~21F.''<br />
<br />
----<br />
{{clr|4|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.<br />
*2F FRC point at 25~26F, same visual cue as S version.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 20F. Ky is in CH state from 1~24F.''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Charged Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_CSE.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D}}<br />
|}<br />
==== ====<br />
A large 3-hit projectile that excels on okizeme, allowing free mix-ups when opponents are forced to block it.<br />
*Travels nearly fullscreen.<br />
*2F FRC point at 31~32F, just as Ky flourishes to unleash the attack.<br />
**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.<br />
**The FRC can be used to create opportunities in neutral, or set up high/low mixup on okizeme.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 20F Hitstop 7F. Can cancel into followup (Lightning Sphere) from 9~27F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|3|j.236S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_AirStunEdge.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
|-<br />
{{AttackVersion|name={{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
|}<br />
==== ====<br />
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. <br />
*{{clr|3|S}} version goes at about a 30 degree angle.<br />
*Significant landing recovery.<br />
*3F FRC point at 16~18F, just after the projectile begins to fly. Slightly later than H version.<br />
**FRC restores air options.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 18F. Ky is in crouching state during landing recovery. Has a minimum height requirement''<br />
<br />
----<br />
The {{clr|4|H}} version is better used to harass the opponent in neutral, or in combos due to its longer hitstun.<br />
*{{clr|4|H}} version goes at about a 60 degree angle.<br />
*Significant landing recovery.<br />
*3F FRC point at 14~16F, as soon as the projectile begins to fly.<br />
**FRC restores air options.<br />
<br />
'''Additional Frame Data:''' ''Ky is in crouching state during landing recovery. Has a minimum height requirement''<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Charged Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|5|j.236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_ACSE.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236D}}<br />
|}<br />
==== ====<br />
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 {{clr|5|236D}}.<br />
*2F FRC point at 21~22F, just as Ky flourishes to unleash the projectile.<br />
**This FRC '''does not''' reset your jump options like the Air Stun Edge FRCs do.<br />
**FRCing can cause the projectile to change directions to face the opponent.<br />
*The infamous 'shtkn strat' {{clr|5|j.236D}} FRC negative edge a {{clr|4|j.236H}}! If you do this right, Ky will effectively do 2 air fireballs that cover a big part of the playing field. <br />
**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.<br />
<br />
<br />
'''Additional Frame Data:''' ''Untechable for 25F. Ky is in crouching state during landing recovery. Hitstop 7F. Has a minimum height requirement''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Vapor Thrust</big>===<br />
<span class="input-badge">'''{{clr|3|623S}}/{{clr|4|H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_VaporThrust.png|High into the atmosphere.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground {{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|623S}}<br />
|-<br />
{{AttackVersion|name=Ground {{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.623S/H}}<br />
|}<br />
==== ====<br />
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.<br />
<br />
'''Additional Frame Data:''' ''Fully invincible 1~8F. Ky is airborne from 9F onwards. Floats opponent on hit (untechable for 50F). Initial prorate 80%.''<br />
<br />
----<br />
*{{clr|4|H}} version's invul extends into active frames, so it's strictly better to use if you're getting jumped at.<br />
*Launches the opponent lower than S version<br />
<br />
'''Additional Frame Data:''' ''Fully invincible 1~10F. Strike invincible 11~15F. Ky is airborne from 11F onwards. Initial prorate 80%.''<br />
<br />
----<br />
<br />
*Air version mostly sees use as a combo filler.<br />
<br />
'''Additional Frame Data:''' ''Strike invincible 1~10F. Floats opponent on hit (untechable for 45F). Can cancel into Lightning Javelin from 15~33F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Strike Through</big>===<br />
<span class="input-badge">'''Vapor Thrust/Grand Vapor Thrust -> {{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_LightningJavelin.png|S version wallsticks, H version wallbounces<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|2|214K}}}}<br />
{{#lst:{{PAGENAME}}/Data|623S_214K}}<br />
|}<br />
==== ====<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>Needle Spike</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_NeedleSpike.png|2nd hit won't combo if you do it too close to the opponent.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236K}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236K}}<br />
|}<br />
==== ====<br />
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.<br />
----<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>Greed Sever</big>===<br />
<span class="input-badge">'''{{clr|2|236[K]}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_GreedSever.png|<s>UNBLOCKABLE</s> Low crush<br/>(bless GGPO)<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236[K]}}<br />
|}<br />
==== ====<br />
Uses the first hit of Needle Spike and the actual Greed Sever part takes years to happen. You would likely to have to be asleep to be hit by this raw.<br />
</div><br />
</div><br />
<br />
===<big>Crescent Slash</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} The Grand Return'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_CrescentSlash.png|''''''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
|}<br />
==== ====<br />
Another glorious return from GGX, this rising overhead is fast, low crushes, is silent during startup, and leads into an air combo. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Grand Vapor Thrust</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_GrandVaporThrust.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
|}<br />
==== ====<br />
Ky slides along the ground and swings his sord, before rising into a Vapor Thrust. Very useful for converting your ground strings thanks to it's FRC. The first hit can pass through the opponent, but the move comes out too fast to be a crossup, so no cheap mixups for you young man.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Elegant Slash</big>===<br />
<span class="input-badge">'''{{clr|1|623P}} '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_ElegantSlash.png|Civilized Throw<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623P}}<br />
|}<br />
==== ====<br />
Quick 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<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Force Breaks==<br />
===<big>Lightning Sphere</big>===<br />
<span class="input-badge">'''Charged Stun Edge -> {{clr|5|4D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_Orb.png|'''Through the gates of heaven...'''<br />
<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D 4D}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Ky Kiske/Combos#Spending Meter|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.<br />
*[[GGACR/Offense#Vacuum|Vacuums]] opponent.<br />
*Must be blocked with FD in the air.<br />
*Can be cancelled into Charge Drive.<br />
<br />
'''Additional Frame Data''' ''Untechable for 25F. Hitstop 7F. Total length 43F. Can cancel into followup (Charge Drive) from 30~36F''<br />
</div><br />
</div><br />
<br />
===<big>Charge Drive</big>===<br />
<span class="input-badge">'''Lightning Sphere -> {{clr|5|46D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_ChargeDrive.png|'''...to the altars of hell'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D 4D 46D}}<br />
|}<br />
==== ====<br />
Finishing blow followed up from Lightning Sphere. Deals a high amount of stun and blows the opponent away. [[GGACR/Offense#Wall Stick|Wall Sticks]] in the corner, allowing a short follow-up combo.<br />
<br />
'''Additional Frame Data''' ''Forced prorate 70%. Wallsticks opponent on hit (untechable for 80F, sticks for 60F)''<br />
</div><br />
</div><br />
<br />
===<big>Stun Rays</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jD.png|Looks just like {{clr|5|j.D}}, but has a lot of special properties.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214D}}<br />
|}<br />
==== ====<br />
An exceptionally powerful version of Ky's {{clr|5|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.<br />
<br />
*Must be blocked in the air with Faultless Defense<br />
*Be sure to space it correctly (or be in the air) when the opponent wakes up in order to avoid being thrown.<br />
'''Additional Frame Data''' ''22F hitstun on standing hit. Untechable for 40F. Floats opponent on CH (untechable for 62F). Ky is in CH state until 15F. Hitstop 6F. Has a minimum height requirement. Projectile guaranteed to appear after 12F''<br />
</div><br />
</div><br />
===<big>Lightning Strike</big>===<br />
<span class="input-badge">'''{{clr|5|222D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Ky_222D.png|Holy shit guys, we solved the Justice matchup<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222D}}<br />
|}<br />
==== ====<br />
Like the one from his normal version, but can be used at any time and while the opponent is anywhere on screen, including midair. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Overdrives==<br />
===<big>Ride the Lightning</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_RTL.png|'''Lies, you don't ride it'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.632146H}}<br />
|}<br />
==== ====<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>Sacred Edge</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_SacredEdge.png|'''Burned by the glory of a sacred fire'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|632146P}}<br />
|}<br />
==== ====<br />
Same animation as the normal version, but the projectile lingers a bit before going forward, making it pretty worthless in neutral compared to before. Also there is now an air version.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Instant Kill==<br />
===<big>Rising Force</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_IK.png|'''Thunder and spark, in the heart of the dark'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
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 [[GGACR/A.B.A#Suka Motion | Suka Motion]] <br><br />
'''Additional Frame Data''' ''IK mode activation: 46F''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Ky Kiske}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Ky Kiske/Data]].}}<br />
{{Navbar-GGACR}}</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGACR/Ky_Kiske/EX&diff=234062GGACR/Ky Kiske/EX2021-10-09T08:30:54Z<p>Johhny: /* Elegant Slash */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|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.<br />
<br />
If you’re looking for a dirtier, less honest take on Ky’s usual playstyle, EX Ky may be for you.<br />
<br />
|lore= A former captain of the Sacred Order of Holy Knights.<br><br />
Ky's zeal and sincerity make him a valuable asset to his allies, and a target for his enemies.<br><br />
Now he investigates the Post-War Administration Bureau to bring justice to the corrupt system, though he is starting to have some doubts on his black and white worldview.<br><br />
He employs skillful swordplay and a magic blade, Thunderseal, in his fighting style, utilizing techniques that are peerless in strength and skill.<br><br />
Ky must balance his duties with the safety of his friends and family.<br />
|voice_actor= Takeshi Kusao<br />
|summary= is the resident "shoto" of ''Guilty Gear'', with a balanced toolkit and answers for almost every situation. <br />
|pros=<br />
* '''Better Reversal''': Vapor Thrust has been given some extra horizontal range early in the animation, making it actually a little useful on wakeup<br />
* '''New Mixup''': Hard to see overheads and a command grab gives Ky more ways to add threats to his blockstrings<br />
* '''FB Lightning Strike''': Very good counter zoning tool for times where the opponent can’t be dealt with by stun edge<br />
|cons=<br />
* '''No Stun Dipper''': Can’t reliably low profile his way through offense<br />
* '''Worse Greed Sever''': It’s extremely slow and telegraphed, and useless in combos.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|RF1QTDpgM0Q|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normals==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
A well-rounded jab. Ky generally has better options for most situations but you can set up frame traps, bait [[GGACR/Defense#Bursts|Bursts]], and anti-air with it.<br />
*Good vertical range.<br />
*Nice backup anti-air when {{clr|1|6P}} would fail (like if you were [[Crossup|crossed up]]).<br />
*Gatlings into any other attack.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5K.png|Literally footsies<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5K-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Ky_5K-2-Hitbox.png|Frames 7-9<br />
GGXXACPR_Ky_5K-3-Hitbox.png|Frames 10-12<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
Ky's main normal for okizeme and low mixup. Super fast, active for a long time, and hits low.<br />
*Hits surprisingly high up.<br />
*Active enough to catch backdashes.<br />
'''Additional Frame Data:''' ''80% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_cS.png|Multipurpose normal.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_cS-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
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|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.<br />
*Lots of options on hit or block.<br />
*Hits really high up, so it works as an anti-air.<br />
*Preferred normal to throw [[Option Select|option select]] with.<br />
*Preferred normal to [[GGACR/Movement#Jump Install | Jump Install]] in specific combos.<br />
*Long hitstun on [[GGACR/Offense#Counter Hits (CH)| CH]], enough to combo into {{clr|4|3H}}.<br />
*Often used to frame trap due to its high reward on CH.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_fS.png|Transcontinental normal<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_fS-1-Hitbox.png|Frames 10-12<br />
GGXXACPR_Ky_fS-2-Hitbox.png|Frames 13-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
A long reaching normal best used to space out your opponent from medium to far range. Usually cancelled into {{clr|3|2S}} or 236H/S, depending on range. It's recommended to be careful using it against characters who have low profiling moves such as [[GGACR/Ky Kiske#Stun Dipper| Stun Dipper]] and [[GGACR/Sol_Badguy#Grand/Ground Viper| Sol's Grand Viper]] along with Zappa's run and Faust's crouch walk.<br />
*Extends hurtbox significantly<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|2S}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
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.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6P.png|[https://sp.nicovideo.jp/watch/sm489869 D.G.E]<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_6P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Ky's go-to anti-air, and a good combo starter on Counter Hit. This is generally used instead of {{clr|4|2H}} when you're specifically reacting to a deep jump in, since it is fast and has invul. Often cancelled into {{clr|3|c.S}} for safety in the event of a clash or to hit confirm.<br />
*Upper body invulnerable early in the animation, then above-knees invulnerable for the rest.<br />
*Its invul can be used to beat some defensive options, such as [[GGACR/Defense#Dead Angle Attack (DAA) | DAA]], or [[GGACR/Ky Kiske#Vapor Thrust | Vapor Thrust]].<br />
*Floats and blows opponent back a far distance on CH. <br />
*Often used as a frame trap due to high reward on CH.<br />
*Sometimes used to start [[GGACR/Ky Kiske/Combos#6H Wallbounce / Loop| 6H loops]] on CH from very close hits.<br />
'''Additional Frame Data:''' ''Upper body invincible 1~6F. Above knees invincible 7~13F. Blows back opponent on CH (untechable for 56F on ground hit, air hit for 28F). 90% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_6K-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6K}}<br />
|}<br />
==== ====<br />
Slower than his normal version, but causes ground slide on hit that can be converted into damage in the corner.<br />
*Moves Ky forward.<br />
*0 on [[GGACR/Defense#Instant Block (IB)| IB]].<br />
<br />
<br />
'''Additional Frame Data:''' ''Puts opponent in blowback state on air hit (untechable 25F).''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_3H.png|Go ahead, mash that DP<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_3H-1-Hitbox.png|1st Hit (Frames 23-30)<br />
GGXXACPR_Ky_3H-2-Hitbox.png|2nd Hit (Frame 31)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
|}<br />
==== ====<br />
A powerful attack for okizeme when you have enough time to use it. Ky's slowest grounded normal other than {{clr|5|5D}}, in exchange for being ultra plus on block and [[Option Select|option selecting]] most reversals when timed correctly.<br />
<br />
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 Robo Ky it's a 1f window to correctly bait his Level 2/3 DP and have the second hit of 3H connect, because it has only 3f of startup. Against Ky you have a much larger window due to his Vapor Thrust having 11f of startup.<br />
<br />
*Hits 2 times.<br />
*Forces opponent into crouching state on hit.<br />
*Heavily increases Guard Gauge.<br />
*The 2nd hit is a common target for [[GGACR/Defense#Slashback (SB)| SB.]] Though this will negate Ky's absurd frame advantage, he is still safe.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5D.png|Don't be careless with this dust!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5D-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Offense#Impossible Dust| Impossible Dust]] combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2P.png|The Linker<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
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. <br><br />
*Though this is his fastest normal, 2K may be the preferred link in certain situations where its superior range is necessary.<br />
'''Additional Frame Data:''' ''80% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2K.png|Exhibit A: "What defines a crouching light kick"<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2K-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
A fast, low risk poke in neutral, especially when dashing in.<br />
*Has very good range for its speed.<br />
*Being low to the ground avoids airdash attacks.<br />
'''Additional Frame Data''' ''70% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2S-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|}<br />
==== ====<br />
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 {{clr|5|2D}}. Often cancelled into Stun Edge on hit or block, or layered with a {{clr|5|2D}} input to combo into a knockdown at closer ranges.<br />
*Quite a disjointed hitbox.<br />
*Being low to the ground avoids airdash attacks.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2H.png|'''Keep The Flag Flying'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2H-1-Hitbox.png|Frames 12-13<br />
GGXXACPR_Ky_2H-2-Hitbox.png|Frames 14-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
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.<br />
*Pulls in on air hit.<br />
*Launches on Counter Hit.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2D.png|Some say it's still active to this day...<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2D-1-Hitbox.png|Frames 7-12<br />
GGXXACPR_Ky_2D-2-Hitbox.png|Frames 13-17<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
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. <br />
*Hilariously long active frames<br />
'''Additional Frame Data:''' ''85% initial proration.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jP.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jP-1-Hitbox.png|Frames 6-8<br />
GGXXACPR_Ky_jP-2-Hitbox.png|Frames 9-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
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 {{clr|3|j.S}}.<br />
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.<br />
*Burst safe.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jK.png|A go-to option for air-to-air tactics.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jK-1-Hitbox.png|Frames 7-10<br />
GGXXACPR_Ky_jK-2-Hitbox.png|Frames 11-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
A big air poke used to stuff moves from far away. Great in general for air-to-air fights. <br />
*Crosses up.<br />
*Not jump cancellable, so cancels into {{clr|1|j.P}} or {{clr|3|j.S}} for air combos.<br />
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jS.png|Tingly (yet great) option to air combos.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jS-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
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 [[Fuzzy Overhead|f-shiki mixups]] off of a deep j.S due to its big vertical hitbox.<br />
*Crosses up.<br />
*Air combo filler.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jH.png|Get dunked.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jH-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
A massive swipe that's great for space control, and Ky's go-to landing move, especially when performing a safejump. Cancel into j.236S/H/D 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. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jD.png|Stop! You violated the law. Stop mashing or be served your punishment. Your airspace is now forfeit.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
{{clr|5|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 [[GGACR/Ky Kiske/Strategy#J.D|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 {{clr|1|j.P}} and {{clr|2|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.<br />
<br />
The landing recovery for {{clr|5|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.<br />
<br />
*Stops Ky's air momentum on use.<br />
*Remains even if Ky blocks, but disappears if Ky is hit.<br />
*Hard to hit short characters like Zappa and Faust.<br />
'''Additional Frame Data:''' ''Floats opponent on ground hit (untechable for 28F). Floats opponent higher on CH (untechable for 46F). Landing recovery 11F. Ky is in CH state until 16F. Is a projectile. If {{clr|5|j.D}} makes contact with another projectile, {{clr|5|j.D's}} hitbox immediately disappears. Cannot perform a second {{clr|5|j.D}} until first {{clr|5|j.D}} disappears.''<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_throw.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Ky Kiske/Combos#Throw Combos|a combo]] to make your mixup more punishing.<br />
* 2f FRC point at 59~60f.<br />
'''Additional Frame Data:''' ''Knocks down. 50% forced proration.''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_airThrow.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
Air throw that wallbounces in the corner, link with 2P for [[GGACR/Ky Kiske/Combos#Throw Combos|a combo.]] Option Select with j.P or j.K for safety. <br><br />
'''Additional Frame Data:''' ''Wall bounces opponent on hit (untechable for 60F). 50% forced proration.''<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
While useful in a pinch, Ky has a lot of defensive options you should consider using before committing to this unsafe guard cancel.<br />
*Uses 6P's animation.<br />
*Wallbounces in the corner.<br />
<br />
'''Additional Frame Data:''' ''Total length of animation: 38F. Fully invincible 1~14F. Throw invincible 15~32F. Wall bounces opponent on hit (untechable for 28F). Initial prorate 50%.''<br />
<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_StunEdge.png| Coconut!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
|-<br />
{{AttackVersion|name={{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
A fast, single hit projectile. Good for controlling space. FRC to force your way in at neutral, reset pressure, or in [[GGACR/Ky Kiske/Combos#Stun Edge FRC|difficult optimal damage combos.]]<br />
*The {{clr|3|S}} version comes out very fast and recovers quickly.<br />
*Good harassment tool for ending blockstrings and cancelling from {{clr|3|f.S}} or {{clr|3|2S}}.<br />
*Opponents can Instant Air Dash over it to punish continued use.<br />
*2F FRC point at 22~23F, when Ky's cape comes back to rest on his legs.<br />
**The FRC can be used to continue pressure on block, combo on hit, and bait air dashes.<br />
'''Additional Frame Data:''' ''Untechable for 18F. Ky is in CH state from 1~21F.''<br />
<br />
----<br />
{{clr|4|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.<br />
*2F FRC point at 25~26F, same visual cue as S version.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 20F. Ky is in CH state from 1~24F.''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Charged Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_CSE.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D}}<br />
|}<br />
==== ====<br />
A large 3-hit projectile that excels on okizeme, allowing free mix-ups when opponents are forced to block it.<br />
*Travels nearly fullscreen.<br />
*2F FRC point at 31~32F, just as Ky flourishes to unleash the attack.<br />
**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.<br />
**The FRC can be used to create opportunities in neutral, or set up high/low mixup on okizeme.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 20F Hitstop 7F. Can cancel into followup (Lightning Sphere) from 9~27F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|3|j.236S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_AirStunEdge.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
|-<br />
{{AttackVersion|name={{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
|}<br />
==== ====<br />
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. <br />
*{{clr|3|S}} version goes at about a 30 degree angle.<br />
*Significant landing recovery.<br />
*3F FRC point at 16~18F, just after the projectile begins to fly. Slightly later than H version.<br />
**FRC restores air options.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 18F. Ky is in crouching state during landing recovery. Has a minimum height requirement''<br />
<br />
----<br />
The {{clr|4|H}} version is better used to harass the opponent in neutral, or in combos due to its longer hitstun.<br />
*{{clr|4|H}} version goes at about a 60 degree angle.<br />
*Significant landing recovery.<br />
*3F FRC point at 14~16F, as soon as the projectile begins to fly.<br />
**FRC restores air options.<br />
<br />
'''Additional Frame Data:''' ''Ky is in crouching state during landing recovery. Has a minimum height requirement''<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Charged Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|5|j.236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_ACSE.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236D}}<br />
|}<br />
==== ====<br />
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 {{clr|5|236D}}.<br />
*2F FRC point at 21~22F, just as Ky flourishes to unleash the projectile.<br />
**This FRC '''does not''' reset your jump options like the Air Stun Edge FRCs do.<br />
**FRCing can cause the projectile to change directions to face the opponent.<br />
*The infamous 'shtkn strat' {{clr|5|j.236D}} FRC negative edge a {{clr|4|j.236H}}! If you do this right, Ky will effectively do 2 air fireballs that cover a big part of the playing field. <br />
**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.<br />
<br />
<br />
'''Additional Frame Data:''' ''Untechable for 25F. Ky is in crouching state during landing recovery. Hitstop 7F. Has a minimum height requirement''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Vapor Thrust</big>===<br />
<span class="input-badge">'''{{clr|3|623S}}/{{clr|4|H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_VaporThrust.png|High into the atmosphere.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground {{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|623S}}<br />
|-<br />
{{AttackVersion|name=Ground {{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.623S/H}}<br />
|}<br />
==== ====<br />
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.<br />
<br />
'''Additional Frame Data:''' ''Fully invincible 1~8F. Ky is airborne from 9F onwards. Floats opponent on hit (untechable for 50F). Initial prorate 80%.''<br />
<br />
----<br />
*{{clr|4|H}} version's invul extends into active frames, so it's strictly better to use if you're getting jumped at.<br />
*Launches the opponent lower than S version<br />
<br />
'''Additional Frame Data:''' ''Fully invincible 1~10F. Strike invincible 11~15F. Ky is airborne from 11F onwards. Initial prorate 80%.''<br />
<br />
----<br />
<br />
*Air version mostly sees use as a combo filler.<br />
<br />
'''Additional Frame Data:''' ''Strike invincible 1~10F. Floats opponent on hit (untechable for 45F). Can cancel into Lightning Javelin from 15~33F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Strike Through</big>===<br />
<span class="input-badge">'''Vapor Thrust/Grand Vapor Thrust -> {{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_LightningJavelin.png|S version wallsticks, H version wallbounces<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|2|214K}}}}<br />
{{#lst:{{PAGENAME}}/Data|623S_214K}}<br />
|}<br />
==== ====<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>Needle Spike</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_NeedleSpike.png|2nd hit won't combo if you do it too close to the opponent.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236K}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236K}}<br />
|}<br />
==== ====<br />
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.<br />
----<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>Greed Sever</big>===<br />
<span class="input-badge">'''{{clr|2|236[K]}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_GreedSever.png|<s>UNBLOCKABLE</s> Low crush<br/>(bless GGPO)<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236[K]}}<br />
|}<br />
==== ====<br />
Uses the first hit of Needle Spike and the actual Greed Sever part takes years to happen. You would likely to have to be asleep to be hit by this raw.<br />
</div><br />
</div><br />
<br />
===<big>Crescent Slash</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} The Grand Return'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_CrescentSlash.png|''''''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
|}<br />
==== ====<br />
Another glorious return from GGX, this rising overhead is fast, low crushes, is silent during startup, and leads into an air combo. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Grand Vapor Thrust</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_GrandVaporThrust.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
|}<br />
==== ====<br />
Ky slides along the ground and swings his sord, before rising into a Vapor Thrust. Very useful for converting your ground strings thanks to it's FRC. The first hit can pass through the opponent, but the move comes out too fast to be a crossup, so no cheap mixups for you young man.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Elegant Slash</big>===<br />
<span class="input-badge">'''{{clr|1|623P}} Civilized Throw'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_ElegantSlash.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623P}}<br />
|}<br />
==== ====<br />
Quick 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<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Force Breaks==<br />
===<big>Lightning Sphere</big>===<br />
<span class="input-badge">'''Charged Stun Edge -> {{clr|5|4D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_Orb.png|'''Through the gates of heaven...'''<br />
<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D 4D}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Ky Kiske/Combos#Spending Meter|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.<br />
*[[GGACR/Offense#Vacuum|Vacuums]] opponent.<br />
*Must be blocked with FD in the air.<br />
*Can be cancelled into Charge Drive.<br />
<br />
'''Additional Frame Data''' ''Untechable for 25F. Hitstop 7F. Total length 43F. Can cancel into followup (Charge Drive) from 30~36F''<br />
</div><br />
</div><br />
<br />
===<big>Charge Drive</big>===<br />
<span class="input-badge">'''Lightning Sphere -> {{clr|5|46D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_ChargeDrive.png|'''...to the altars of hell'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D 4D 46D}}<br />
|}<br />
==== ====<br />
Finishing blow followed up from Lightning Sphere. Deals a high amount of stun and blows the opponent away. [[GGACR/Offense#Wall Stick|Wall Sticks]] in the corner, allowing a short follow-up combo.<br />
<br />
'''Additional Frame Data''' ''Forced prorate 70%. Wallsticks opponent on hit (untechable for 80F, sticks for 60F)''<br />
</div><br />
</div><br />
<br />
===<big>Stun Rays</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jD.png|Looks just like {{clr|5|j.D}}, but has a lot of special properties.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214D}}<br />
|}<br />
==== ====<br />
An exceptionally powerful version of Ky's {{clr|5|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.<br />
<br />
*Must be blocked in the air with Faultless Defense<br />
*Be sure to space it correctly (or be in the air) when the opponent wakes up in order to avoid being thrown.<br />
'''Additional Frame Data''' ''22F hitstun on standing hit. Untechable for 40F. Floats opponent on CH (untechable for 62F). Ky is in CH state until 15F. Hitstop 6F. Has a minimum height requirement. Projectile guaranteed to appear after 12F''<br />
</div><br />
</div><br />
===<big>Lightning Strike</big>===<br />
<span class="input-badge">'''{{clr|5|222D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Ky_222D.png|Holy shit guys, we solved the Justice matchup<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222D}}<br />
|}<br />
==== ====<br />
Like the one from his normal version, but can be used at any time and while the opponent is anywhere on screen, including midair. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Overdrives==<br />
===<big>Ride the Lightning</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_RTL.png|'''Lies, you don't ride it'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.632146H}}<br />
|}<br />
==== ====<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>Sacred Edge</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_SacredEdge.png|'''Burned by the glory of a sacred fire'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|632146P}}<br />
|}<br />
==== ====<br />
Same animation as the normal version, but the projectile lingers a bit before going forward, making it pretty worthless in neutral compared to before. Also there is now an air version.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Instant Kill==<br />
===<big>Rising Force</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_IK.png|'''Thunder and spark, in the heart of the dark'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
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 [[GGACR/A.B.A#Suka Motion | Suka Motion]] <br><br />
'''Additional Frame Data''' ''IK mode activation: 46F''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Ky Kiske}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Ky Kiske/Data]].}}<br />
{{Navbar-GGACR}}</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGACR/Ky_Kiske/EX&diff=234061GGACR/Ky Kiske/EX2021-10-09T08:29:48Z<p>Johhny: /* Grand Vapor Thrust */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|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.<br />
<br />
If you’re looking for a dirtier, less honest take on Ky’s usual playstyle, EX Ky may be for you.<br />
<br />
|lore= A former captain of the Sacred Order of Holy Knights.<br><br />
Ky's zeal and sincerity make him a valuable asset to his allies, and a target for his enemies.<br><br />
Now he investigates the Post-War Administration Bureau to bring justice to the corrupt system, though he is starting to have some doubts on his black and white worldview.<br><br />
He employs skillful swordplay and a magic blade, Thunderseal, in his fighting style, utilizing techniques that are peerless in strength and skill.<br><br />
Ky must balance his duties with the safety of his friends and family.<br />
|voice_actor= Takeshi Kusao<br />
|summary= is the resident "shoto" of ''Guilty Gear'', with a balanced toolkit and answers for almost every situation. <br />
|pros=<br />
* '''Better Reversal''': Vapor Thrust has been given some extra horizontal range early in the animation, making it actually a little useful on wakeup<br />
* '''New Mixup''': Hard to see overheads and a command grab gives Ky more ways to add threats to his blockstrings<br />
* '''FB Lightning Strike''': Very good counter zoning tool for times where the opponent can’t be dealt with by stun edge<br />
|cons=<br />
* '''No Stun Dipper''': Can’t reliably low profile his way through offense<br />
* '''Worse Greed Sever''': It’s extremely slow and telegraphed, and useless in combos.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|RF1QTDpgM0Q|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normals==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
A well-rounded jab. Ky generally has better options for most situations but you can set up frame traps, bait [[GGACR/Defense#Bursts|Bursts]], and anti-air with it.<br />
*Good vertical range.<br />
*Nice backup anti-air when {{clr|1|6P}} would fail (like if you were [[Crossup|crossed up]]).<br />
*Gatlings into any other attack.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5K.png|Literally footsies<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5K-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Ky_5K-2-Hitbox.png|Frames 7-9<br />
GGXXACPR_Ky_5K-3-Hitbox.png|Frames 10-12<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
Ky's main normal for okizeme and low mixup. Super fast, active for a long time, and hits low.<br />
*Hits surprisingly high up.<br />
*Active enough to catch backdashes.<br />
'''Additional Frame Data:''' ''80% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_cS.png|Multipurpose normal.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_cS-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
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|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.<br />
*Lots of options on hit or block.<br />
*Hits really high up, so it works as an anti-air.<br />
*Preferred normal to throw [[Option Select|option select]] with.<br />
*Preferred normal to [[GGACR/Movement#Jump Install | Jump Install]] in specific combos.<br />
*Long hitstun on [[GGACR/Offense#Counter Hits (CH)| CH]], enough to combo into {{clr|4|3H}}.<br />
*Often used to frame trap due to its high reward on CH.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_fS.png|Transcontinental normal<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_fS-1-Hitbox.png|Frames 10-12<br />
GGXXACPR_Ky_fS-2-Hitbox.png|Frames 13-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
A long reaching normal best used to space out your opponent from medium to far range. Usually cancelled into {{clr|3|2S}} or 236H/S, depending on range. It's recommended to be careful using it against characters who have low profiling moves such as [[GGACR/Ky Kiske#Stun Dipper| Stun Dipper]] and [[GGACR/Sol_Badguy#Grand/Ground Viper| Sol's Grand Viper]] along with Zappa's run and Faust's crouch walk.<br />
*Extends hurtbox significantly<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|2S}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
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.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6P.png|[https://sp.nicovideo.jp/watch/sm489869 D.G.E]<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_6P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Ky's go-to anti-air, and a good combo starter on Counter Hit. This is generally used instead of {{clr|4|2H}} when you're specifically reacting to a deep jump in, since it is fast and has invul. Often cancelled into {{clr|3|c.S}} for safety in the event of a clash or to hit confirm.<br />
*Upper body invulnerable early in the animation, then above-knees invulnerable for the rest.<br />
*Its invul can be used to beat some defensive options, such as [[GGACR/Defense#Dead Angle Attack (DAA) | DAA]], or [[GGACR/Ky Kiske#Vapor Thrust | Vapor Thrust]].<br />
*Floats and blows opponent back a far distance on CH. <br />
*Often used as a frame trap due to high reward on CH.<br />
*Sometimes used to start [[GGACR/Ky Kiske/Combos#6H Wallbounce / Loop| 6H loops]] on CH from very close hits.<br />
'''Additional Frame Data:''' ''Upper body invincible 1~6F. Above knees invincible 7~13F. Blows back opponent on CH (untechable for 56F on ground hit, air hit for 28F). 90% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_6K-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6K}}<br />
|}<br />
==== ====<br />
Slower than his normal version, but causes ground slide on hit that can be converted into damage in the corner.<br />
*Moves Ky forward.<br />
*0 on [[GGACR/Defense#Instant Block (IB)| IB]].<br />
<br />
<br />
'''Additional Frame Data:''' ''Puts opponent in blowback state on air hit (untechable 25F).''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_3H.png|Go ahead, mash that DP<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_3H-1-Hitbox.png|1st Hit (Frames 23-30)<br />
GGXXACPR_Ky_3H-2-Hitbox.png|2nd Hit (Frame 31)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
|}<br />
==== ====<br />
A powerful attack for okizeme when you have enough time to use it. Ky's slowest grounded normal other than {{clr|5|5D}}, in exchange for being ultra plus on block and [[Option Select|option selecting]] most reversals when timed correctly.<br />
<br />
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 Robo Ky it's a 1f window to correctly bait his Level 2/3 DP and have the second hit of 3H connect, because it has only 3f of startup. Against Ky you have a much larger window due to his Vapor Thrust having 11f of startup.<br />
<br />
*Hits 2 times.<br />
*Forces opponent into crouching state on hit.<br />
*Heavily increases Guard Gauge.<br />
*The 2nd hit is a common target for [[GGACR/Defense#Slashback (SB)| SB.]] Though this will negate Ky's absurd frame advantage, he is still safe.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5D.png|Don't be careless with this dust!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5D-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Offense#Impossible Dust| Impossible Dust]] combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2P.png|The Linker<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
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. <br><br />
*Though this is his fastest normal, 2K may be the preferred link in certain situations where its superior range is necessary.<br />
'''Additional Frame Data:''' ''80% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2K.png|Exhibit A: "What defines a crouching light kick"<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2K-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
A fast, low risk poke in neutral, especially when dashing in.<br />
*Has very good range for its speed.<br />
*Being low to the ground avoids airdash attacks.<br />
'''Additional Frame Data''' ''70% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2S-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|}<br />
==== ====<br />
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 {{clr|5|2D}}. Often cancelled into Stun Edge on hit or block, or layered with a {{clr|5|2D}} input to combo into a knockdown at closer ranges.<br />
*Quite a disjointed hitbox.<br />
*Being low to the ground avoids airdash attacks.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2H.png|'''Keep The Flag Flying'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2H-1-Hitbox.png|Frames 12-13<br />
GGXXACPR_Ky_2H-2-Hitbox.png|Frames 14-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
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.<br />
*Pulls in on air hit.<br />
*Launches on Counter Hit.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2D.png|Some say it's still active to this day...<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2D-1-Hitbox.png|Frames 7-12<br />
GGXXACPR_Ky_2D-2-Hitbox.png|Frames 13-17<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
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. <br />
*Hilariously long active frames<br />
'''Additional Frame Data:''' ''85% initial proration.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jP.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jP-1-Hitbox.png|Frames 6-8<br />
GGXXACPR_Ky_jP-2-Hitbox.png|Frames 9-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
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 {{clr|3|j.S}}.<br />
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.<br />
*Burst safe.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jK.png|A go-to option for air-to-air tactics.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jK-1-Hitbox.png|Frames 7-10<br />
GGXXACPR_Ky_jK-2-Hitbox.png|Frames 11-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
A big air poke used to stuff moves from far away. Great in general for air-to-air fights. <br />
*Crosses up.<br />
*Not jump cancellable, so cancels into {{clr|1|j.P}} or {{clr|3|j.S}} for air combos.<br />
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jS.png|Tingly (yet great) option to air combos.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jS-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
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 [[Fuzzy Overhead|f-shiki mixups]] off of a deep j.S due to its big vertical hitbox.<br />
*Crosses up.<br />
*Air combo filler.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jH.png|Get dunked.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jH-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
A massive swipe that's great for space control, and Ky's go-to landing move, especially when performing a safejump. Cancel into j.236S/H/D 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. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jD.png|Stop! You violated the law. Stop mashing or be served your punishment. Your airspace is now forfeit.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
{{clr|5|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 [[GGACR/Ky Kiske/Strategy#J.D|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 {{clr|1|j.P}} and {{clr|2|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.<br />
<br />
The landing recovery for {{clr|5|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.<br />
<br />
*Stops Ky's air momentum on use.<br />
*Remains even if Ky blocks, but disappears if Ky is hit.<br />
*Hard to hit short characters like Zappa and Faust.<br />
'''Additional Frame Data:''' ''Floats opponent on ground hit (untechable for 28F). Floats opponent higher on CH (untechable for 46F). Landing recovery 11F. Ky is in CH state until 16F. Is a projectile. If {{clr|5|j.D}} makes contact with another projectile, {{clr|5|j.D's}} hitbox immediately disappears. Cannot perform a second {{clr|5|j.D}} until first {{clr|5|j.D}} disappears.''<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_throw.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Ky Kiske/Combos#Throw Combos|a combo]] to make your mixup more punishing.<br />
* 2f FRC point at 59~60f.<br />
'''Additional Frame Data:''' ''Knocks down. 50% forced proration.''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_airThrow.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
Air throw that wallbounces in the corner, link with 2P for [[GGACR/Ky Kiske/Combos#Throw Combos|a combo.]] Option Select with j.P or j.K for safety. <br><br />
'''Additional Frame Data:''' ''Wall bounces opponent on hit (untechable for 60F). 50% forced proration.''<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
While useful in a pinch, Ky has a lot of defensive options you should consider using before committing to this unsafe guard cancel.<br />
*Uses 6P's animation.<br />
*Wallbounces in the corner.<br />
<br />
'''Additional Frame Data:''' ''Total length of animation: 38F. Fully invincible 1~14F. Throw invincible 15~32F. Wall bounces opponent on hit (untechable for 28F). Initial prorate 50%.''<br />
<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_StunEdge.png| Coconut!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
|-<br />
{{AttackVersion|name={{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
A fast, single hit projectile. Good for controlling space. FRC to force your way in at neutral, reset pressure, or in [[GGACR/Ky Kiske/Combos#Stun Edge FRC|difficult optimal damage combos.]]<br />
*The {{clr|3|S}} version comes out very fast and recovers quickly.<br />
*Good harassment tool for ending blockstrings and cancelling from {{clr|3|f.S}} or {{clr|3|2S}}.<br />
*Opponents can Instant Air Dash over it to punish continued use.<br />
*2F FRC point at 22~23F, when Ky's cape comes back to rest on his legs.<br />
**The FRC can be used to continue pressure on block, combo on hit, and bait air dashes.<br />
'''Additional Frame Data:''' ''Untechable for 18F. Ky is in CH state from 1~21F.''<br />
<br />
----<br />
{{clr|4|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.<br />
*2F FRC point at 25~26F, same visual cue as S version.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 20F. Ky is in CH state from 1~24F.''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Charged Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_CSE.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D}}<br />
|}<br />
==== ====<br />
A large 3-hit projectile that excels on okizeme, allowing free mix-ups when opponents are forced to block it.<br />
*Travels nearly fullscreen.<br />
*2F FRC point at 31~32F, just as Ky flourishes to unleash the attack.<br />
**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.<br />
**The FRC can be used to create opportunities in neutral, or set up high/low mixup on okizeme.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 20F Hitstop 7F. Can cancel into followup (Lightning Sphere) from 9~27F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|3|j.236S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_AirStunEdge.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
|-<br />
{{AttackVersion|name={{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
|}<br />
==== ====<br />
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. <br />
*{{clr|3|S}} version goes at about a 30 degree angle.<br />
*Significant landing recovery.<br />
*3F FRC point at 16~18F, just after the projectile begins to fly. Slightly later than H version.<br />
**FRC restores air options.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 18F. Ky is in crouching state during landing recovery. Has a minimum height requirement''<br />
<br />
----<br />
The {{clr|4|H}} version is better used to harass the opponent in neutral, or in combos due to its longer hitstun.<br />
*{{clr|4|H}} version goes at about a 60 degree angle.<br />
*Significant landing recovery.<br />
*3F FRC point at 14~16F, as soon as the projectile begins to fly.<br />
**FRC restores air options.<br />
<br />
'''Additional Frame Data:''' ''Ky is in crouching state during landing recovery. Has a minimum height requirement''<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Charged Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|5|j.236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_ACSE.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236D}}<br />
|}<br />
==== ====<br />
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 {{clr|5|236D}}.<br />
*2F FRC point at 21~22F, just as Ky flourishes to unleash the projectile.<br />
**This FRC '''does not''' reset your jump options like the Air Stun Edge FRCs do.<br />
**FRCing can cause the projectile to change directions to face the opponent.<br />
*The infamous 'shtkn strat' {{clr|5|j.236D}} FRC negative edge a {{clr|4|j.236H}}! If you do this right, Ky will effectively do 2 air fireballs that cover a big part of the playing field. <br />
**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.<br />
<br />
<br />
'''Additional Frame Data:''' ''Untechable for 25F. Ky is in crouching state during landing recovery. Hitstop 7F. Has a minimum height requirement''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Vapor Thrust</big>===<br />
<span class="input-badge">'''{{clr|3|623S}}/{{clr|4|H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_VaporThrust.png|High into the atmosphere.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground {{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|623S}}<br />
|-<br />
{{AttackVersion|name=Ground {{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.623S/H}}<br />
|}<br />
==== ====<br />
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.<br />
<br />
'''Additional Frame Data:''' ''Fully invincible 1~8F. Ky is airborne from 9F onwards. Floats opponent on hit (untechable for 50F). Initial prorate 80%.''<br />
<br />
----<br />
*{{clr|4|H}} version's invul extends into active frames, so it's strictly better to use if you're getting jumped at.<br />
*Launches the opponent lower than S version<br />
<br />
'''Additional Frame Data:''' ''Fully invincible 1~10F. Strike invincible 11~15F. Ky is airborne from 11F onwards. Initial prorate 80%.''<br />
<br />
----<br />
<br />
*Air version mostly sees use as a combo filler.<br />
<br />
'''Additional Frame Data:''' ''Strike invincible 1~10F. Floats opponent on hit (untechable for 45F). Can cancel into Lightning Javelin from 15~33F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Strike Through</big>===<br />
<span class="input-badge">'''Vapor Thrust/Grand Vapor Thrust -> {{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_LightningJavelin.png|S version wallsticks, H version wallbounces<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|2|214K}}}}<br />
{{#lst:{{PAGENAME}}/Data|623S_214K}}<br />
|}<br />
==== ====<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>Needle Spike</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_NeedleSpike.png|2nd hit won't combo if you do it too close to the opponent.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236K}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236K}}<br />
|}<br />
==== ====<br />
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.<br />
----<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>Greed Sever</big>===<br />
<span class="input-badge">'''{{clr|2|236[K]}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_GreedSever.png|<s>UNBLOCKABLE</s> Low crush<br/>(bless GGPO)<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236[K]}}<br />
|}<br />
==== ====<br />
Uses the first hit of Needle Spike and the actual Greed Sever part takes years to happen. You would likely to have to be asleep to be hit by this raw.<br />
</div><br />
</div><br />
<br />
===<big>Crescent Slash</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} The Grand Return'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_CrescentSlash.png|''''''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
|}<br />
==== ====<br />
Another glorious return from GGX, this rising overhead is fast, low crushes, is silent during startup, and leads into an air combo. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Grand Vapor Thrust</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_GrandVaporThrust.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
|}<br />
==== ====<br />
Ky slides along the ground and swings his sord, before rising into a Vapor Thrust. Very useful for converting your ground strings thanks to it's FRC. The first hit can pass through the opponent, but the move comes out too fast to be a crossup, so no cheap mixups for you young man.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Elegant Slash</big>===<br />
<span class="input-badge">'''{{clr|1|623P}} Civilized Throw'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_ElegantSlash.png|''''''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623P}}<br />
|}<br />
==== ====<br />
Quick 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<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Force Breaks==<br />
===<big>Lightning Sphere</big>===<br />
<span class="input-badge">'''Charged Stun Edge -> {{clr|5|4D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_Orb.png|'''Through the gates of heaven...'''<br />
<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D 4D}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Ky Kiske/Combos#Spending Meter|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.<br />
*[[GGACR/Offense#Vacuum|Vacuums]] opponent.<br />
*Must be blocked with FD in the air.<br />
*Can be cancelled into Charge Drive.<br />
<br />
'''Additional Frame Data''' ''Untechable for 25F. Hitstop 7F. Total length 43F. Can cancel into followup (Charge Drive) from 30~36F''<br />
</div><br />
</div><br />
<br />
===<big>Charge Drive</big>===<br />
<span class="input-badge">'''Lightning Sphere -> {{clr|5|46D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_ChargeDrive.png|'''...to the altars of hell'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D 4D 46D}}<br />
|}<br />
==== ====<br />
Finishing blow followed up from Lightning Sphere. Deals a high amount of stun and blows the opponent away. [[GGACR/Offense#Wall Stick|Wall Sticks]] in the corner, allowing a short follow-up combo.<br />
<br />
'''Additional Frame Data''' ''Forced prorate 70%. Wallsticks opponent on hit (untechable for 80F, sticks for 60F)''<br />
</div><br />
</div><br />
<br />
===<big>Stun Rays</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jD.png|Looks just like {{clr|5|j.D}}, but has a lot of special properties.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214D}}<br />
|}<br />
==== ====<br />
An exceptionally powerful version of Ky's {{clr|5|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.<br />
<br />
*Must be blocked in the air with Faultless Defense<br />
*Be sure to space it correctly (or be in the air) when the opponent wakes up in order to avoid being thrown.<br />
'''Additional Frame Data''' ''22F hitstun on standing hit. Untechable for 40F. Floats opponent on CH (untechable for 62F). Ky is in CH state until 15F. Hitstop 6F. Has a minimum height requirement. Projectile guaranteed to appear after 12F''<br />
</div><br />
</div><br />
===<big>Lightning Strike</big>===<br />
<span class="input-badge">'''{{clr|5|222D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Ky_222D.png|Holy shit guys, we solved the Justice matchup<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222D}}<br />
|}<br />
==== ====<br />
Like the one from his normal version, but can be used at any time and while the opponent is anywhere on screen, including midair. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Overdrives==<br />
===<big>Ride the Lightning</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_RTL.png|'''Lies, you don't ride it'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.632146H}}<br />
|}<br />
==== ====<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>Sacred Edge</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_SacredEdge.png|'''Burned by the glory of a sacred fire'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|632146P}}<br />
|}<br />
==== ====<br />
Same animation as the normal version, but the projectile lingers a bit before going forward, making it pretty worthless in neutral compared to before. Also there is now an air version.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Instant Kill==<br />
===<big>Rising Force</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_IK.png|'''Thunder and spark, in the heart of the dark'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
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 [[GGACR/A.B.A#Suka Motion | Suka Motion]] <br><br />
'''Additional Frame Data''' ''IK mode activation: 46F''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Ky Kiske}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Ky Kiske/Data]].}}<br />
{{Navbar-GGACR}}</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGACR/Ky_Kiske/EX&diff=234060GGACR/Ky Kiske/EX2021-10-09T08:25:53Z<p>Johhny: /* Overview */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|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.<br />
<br />
If you’re looking for a dirtier, less honest take on Ky’s usual playstyle, EX Ky may be for you.<br />
<br />
|lore= A former captain of the Sacred Order of Holy Knights.<br><br />
Ky's zeal and sincerity make him a valuable asset to his allies, and a target for his enemies.<br><br />
Now he investigates the Post-War Administration Bureau to bring justice to the corrupt system, though he is starting to have some doubts on his black and white worldview.<br><br />
He employs skillful swordplay and a magic blade, Thunderseal, in his fighting style, utilizing techniques that are peerless in strength and skill.<br><br />
Ky must balance his duties with the safety of his friends and family.<br />
|voice_actor= Takeshi Kusao<br />
|summary= is the resident "shoto" of ''Guilty Gear'', with a balanced toolkit and answers for almost every situation. <br />
|pros=<br />
* '''Better Reversal''': Vapor Thrust has been given some extra horizontal range early in the animation, making it actually a little useful on wakeup<br />
* '''New Mixup''': Hard to see overheads and a command grab gives Ky more ways to add threats to his blockstrings<br />
* '''FB Lightning Strike''': Very good counter zoning tool for times where the opponent can’t be dealt with by stun edge<br />
|cons=<br />
* '''No Stun Dipper''': Can’t reliably low profile his way through offense<br />
* '''Worse Greed Sever''': It’s extremely slow and telegraphed, and useless in combos.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|RF1QTDpgM0Q|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normals==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
A well-rounded jab. Ky generally has better options for most situations but you can set up frame traps, bait [[GGACR/Defense#Bursts|Bursts]], and anti-air with it.<br />
*Good vertical range.<br />
*Nice backup anti-air when {{clr|1|6P}} would fail (like if you were [[Crossup|crossed up]]).<br />
*Gatlings into any other attack.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5K.png|Literally footsies<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5K-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Ky_5K-2-Hitbox.png|Frames 7-9<br />
GGXXACPR_Ky_5K-3-Hitbox.png|Frames 10-12<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
Ky's main normal for okizeme and low mixup. Super fast, active for a long time, and hits low.<br />
*Hits surprisingly high up.<br />
*Active enough to catch backdashes.<br />
'''Additional Frame Data:''' ''80% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_cS.png|Multipurpose normal.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_cS-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
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|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.<br />
*Lots of options on hit or block.<br />
*Hits really high up, so it works as an anti-air.<br />
*Preferred normal to throw [[Option Select|option select]] with.<br />
*Preferred normal to [[GGACR/Movement#Jump Install | Jump Install]] in specific combos.<br />
*Long hitstun on [[GGACR/Offense#Counter Hits (CH)| CH]], enough to combo into {{clr|4|3H}}.<br />
*Often used to frame trap due to its high reward on CH.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_fS.png|Transcontinental normal<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_fS-1-Hitbox.png|Frames 10-12<br />
GGXXACPR_Ky_fS-2-Hitbox.png|Frames 13-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
A long reaching normal best used to space out your opponent from medium to far range. Usually cancelled into {{clr|3|2S}} or 236H/S, depending on range. It's recommended to be careful using it against characters who have low profiling moves such as [[GGACR/Ky Kiske#Stun Dipper| Stun Dipper]] and [[GGACR/Sol_Badguy#Grand/Ground Viper| Sol's Grand Viper]] along with Zappa's run and Faust's crouch walk.<br />
*Extends hurtbox significantly<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|2S}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
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.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6P.png|[https://sp.nicovideo.jp/watch/sm489869 D.G.E]<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_6P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Ky's go-to anti-air, and a good combo starter on Counter Hit. This is generally used instead of {{clr|4|2H}} when you're specifically reacting to a deep jump in, since it is fast and has invul. Often cancelled into {{clr|3|c.S}} for safety in the event of a clash or to hit confirm.<br />
*Upper body invulnerable early in the animation, then above-knees invulnerable for the rest.<br />
*Its invul can be used to beat some defensive options, such as [[GGACR/Defense#Dead Angle Attack (DAA) | DAA]], or [[GGACR/Ky Kiske#Vapor Thrust | Vapor Thrust]].<br />
*Floats and blows opponent back a far distance on CH. <br />
*Often used as a frame trap due to high reward on CH.<br />
*Sometimes used to start [[GGACR/Ky Kiske/Combos#6H Wallbounce / Loop| 6H loops]] on CH from very close hits.<br />
'''Additional Frame Data:''' ''Upper body invincible 1~6F. Above knees invincible 7~13F. Blows back opponent on CH (untechable for 56F on ground hit, air hit for 28F). 90% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_6K-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6K}}<br />
|}<br />
==== ====<br />
Slower than his normal version, but causes ground slide on hit that can be converted into damage in the corner.<br />
*Moves Ky forward.<br />
*0 on [[GGACR/Defense#Instant Block (IB)| IB]].<br />
<br />
<br />
'''Additional Frame Data:''' ''Puts opponent in blowback state on air hit (untechable 25F).''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_3H.png|Go ahead, mash that DP<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_3H-1-Hitbox.png|1st Hit (Frames 23-30)<br />
GGXXACPR_Ky_3H-2-Hitbox.png|2nd Hit (Frame 31)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
|}<br />
==== ====<br />
A powerful attack for okizeme when you have enough time to use it. Ky's slowest grounded normal other than {{clr|5|5D}}, in exchange for being ultra plus on block and [[Option Select|option selecting]] most reversals when timed correctly.<br />
<br />
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 Robo Ky it's a 1f window to correctly bait his Level 2/3 DP and have the second hit of 3H connect, because it has only 3f of startup. Against Ky you have a much larger window due to his Vapor Thrust having 11f of startup.<br />
<br />
*Hits 2 times.<br />
*Forces opponent into crouching state on hit.<br />
*Heavily increases Guard Gauge.<br />
*The 2nd hit is a common target for [[GGACR/Defense#Slashback (SB)| SB.]] Though this will negate Ky's absurd frame advantage, he is still safe.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5D.png|Don't be careless with this dust!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5D-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Offense#Impossible Dust| Impossible Dust]] combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2P.png|The Linker<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
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. <br><br />
*Though this is his fastest normal, 2K may be the preferred link in certain situations where its superior range is necessary.<br />
'''Additional Frame Data:''' ''80% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2K.png|Exhibit A: "What defines a crouching light kick"<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2K-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
A fast, low risk poke in neutral, especially when dashing in.<br />
*Has very good range for its speed.<br />
*Being low to the ground avoids airdash attacks.<br />
'''Additional Frame Data''' ''70% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2S-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|}<br />
==== ====<br />
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 {{clr|5|2D}}. Often cancelled into Stun Edge on hit or block, or layered with a {{clr|5|2D}} input to combo into a knockdown at closer ranges.<br />
*Quite a disjointed hitbox.<br />
*Being low to the ground avoids airdash attacks.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2H.png|'''Keep The Flag Flying'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2H-1-Hitbox.png|Frames 12-13<br />
GGXXACPR_Ky_2H-2-Hitbox.png|Frames 14-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
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.<br />
*Pulls in on air hit.<br />
*Launches on Counter Hit.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2D.png|Some say it's still active to this day...<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2D-1-Hitbox.png|Frames 7-12<br />
GGXXACPR_Ky_2D-2-Hitbox.png|Frames 13-17<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
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. <br />
*Hilariously long active frames<br />
'''Additional Frame Data:''' ''85% initial proration.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jP.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jP-1-Hitbox.png|Frames 6-8<br />
GGXXACPR_Ky_jP-2-Hitbox.png|Frames 9-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
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 {{clr|3|j.S}}.<br />
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.<br />
*Burst safe.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jK.png|A go-to option for air-to-air tactics.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jK-1-Hitbox.png|Frames 7-10<br />
GGXXACPR_Ky_jK-2-Hitbox.png|Frames 11-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
A big air poke used to stuff moves from far away. Great in general for air-to-air fights. <br />
*Crosses up.<br />
*Not jump cancellable, so cancels into {{clr|1|j.P}} or {{clr|3|j.S}} for air combos.<br />
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jS.png|Tingly (yet great) option to air combos.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jS-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
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 [[Fuzzy Overhead|f-shiki mixups]] off of a deep j.S due to its big vertical hitbox.<br />
*Crosses up.<br />
*Air combo filler.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jH.png|Get dunked.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jH-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
A massive swipe that's great for space control, and Ky's go-to landing move, especially when performing a safejump. Cancel into j.236S/H/D 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. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jD.png|Stop! You violated the law. Stop mashing or be served your punishment. Your airspace is now forfeit.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
{{clr|5|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 [[GGACR/Ky Kiske/Strategy#J.D|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 {{clr|1|j.P}} and {{clr|2|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.<br />
<br />
The landing recovery for {{clr|5|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.<br />
<br />
*Stops Ky's air momentum on use.<br />
*Remains even if Ky blocks, but disappears if Ky is hit.<br />
*Hard to hit short characters like Zappa and Faust.<br />
'''Additional Frame Data:''' ''Floats opponent on ground hit (untechable for 28F). Floats opponent higher on CH (untechable for 46F). Landing recovery 11F. Ky is in CH state until 16F. Is a projectile. If {{clr|5|j.D}} makes contact with another projectile, {{clr|5|j.D's}} hitbox immediately disappears. Cannot perform a second {{clr|5|j.D}} until first {{clr|5|j.D}} disappears.''<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_throw.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Ky Kiske/Combos#Throw Combos|a combo]] to make your mixup more punishing.<br />
* 2f FRC point at 59~60f.<br />
'''Additional Frame Data:''' ''Knocks down. 50% forced proration.''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_airThrow.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
Air throw that wallbounces in the corner, link with 2P for [[GGACR/Ky Kiske/Combos#Throw Combos|a combo.]] Option Select with j.P or j.K for safety. <br><br />
'''Additional Frame Data:''' ''Wall bounces opponent on hit (untechable for 60F). 50% forced proration.''<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
While useful in a pinch, Ky has a lot of defensive options you should consider using before committing to this unsafe guard cancel.<br />
*Uses 6P's animation.<br />
*Wallbounces in the corner.<br />
<br />
'''Additional Frame Data:''' ''Total length of animation: 38F. Fully invincible 1~14F. Throw invincible 15~32F. Wall bounces opponent on hit (untechable for 28F). Initial prorate 50%.''<br />
<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_StunEdge.png| Coconut!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
|-<br />
{{AttackVersion|name={{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
A fast, single hit projectile. Good for controlling space. FRC to force your way in at neutral, reset pressure, or in [[GGACR/Ky Kiske/Combos#Stun Edge FRC|difficult optimal damage combos.]]<br />
*The {{clr|3|S}} version comes out very fast and recovers quickly.<br />
*Good harassment tool for ending blockstrings and cancelling from {{clr|3|f.S}} or {{clr|3|2S}}.<br />
*Opponents can Instant Air Dash over it to punish continued use.<br />
*2F FRC point at 22~23F, when Ky's cape comes back to rest on his legs.<br />
**The FRC can be used to continue pressure on block, combo on hit, and bait air dashes.<br />
'''Additional Frame Data:''' ''Untechable for 18F. Ky is in CH state from 1~21F.''<br />
<br />
----<br />
{{clr|4|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.<br />
*2F FRC point at 25~26F, same visual cue as S version.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 20F. Ky is in CH state from 1~24F.''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Charged Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_CSE.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D}}<br />
|}<br />
==== ====<br />
A large 3-hit projectile that excels on okizeme, allowing free mix-ups when opponents are forced to block it.<br />
*Travels nearly fullscreen.<br />
*2F FRC point at 31~32F, just as Ky flourishes to unleash the attack.<br />
**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.<br />
**The FRC can be used to create opportunities in neutral, or set up high/low mixup on okizeme.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 20F Hitstop 7F. Can cancel into followup (Lightning Sphere) from 9~27F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|3|j.236S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_AirStunEdge.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
|-<br />
{{AttackVersion|name={{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
|}<br />
==== ====<br />
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. <br />
*{{clr|3|S}} version goes at about a 30 degree angle.<br />
*Significant landing recovery.<br />
*3F FRC point at 16~18F, just after the projectile begins to fly. Slightly later than H version.<br />
**FRC restores air options.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 18F. Ky is in crouching state during landing recovery. Has a minimum height requirement''<br />
<br />
----<br />
The {{clr|4|H}} version is better used to harass the opponent in neutral, or in combos due to its longer hitstun.<br />
*{{clr|4|H}} version goes at about a 60 degree angle.<br />
*Significant landing recovery.<br />
*3F FRC point at 14~16F, as soon as the projectile begins to fly.<br />
**FRC restores air options.<br />
<br />
'''Additional Frame Data:''' ''Ky is in crouching state during landing recovery. Has a minimum height requirement''<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Charged Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|5|j.236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_ACSE.png|<br />
</gallery><br />
|-|<br />
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<gallery widths="210px" heights="210px" mode="nolines"><br />
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</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236D}}<br />
|}<br />
==== ====<br />
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 {{clr|5|236D}}.<br />
*2F FRC point at 21~22F, just as Ky flourishes to unleash the projectile.<br />
**This FRC '''does not''' reset your jump options like the Air Stun Edge FRCs do.<br />
**FRCing can cause the projectile to change directions to face the opponent.<br />
*The infamous 'shtkn strat' {{clr|5|j.236D}} FRC negative edge a {{clr|4|j.236H}}! If you do this right, Ky will effectively do 2 air fireballs that cover a big part of the playing field. <br />
**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.<br />
<br />
<br />
'''Additional Frame Data:''' ''Untechable for 25F. Ky is in crouching state during landing recovery. Hitstop 7F. Has a minimum height requirement''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Vapor Thrust</big>===<br />
<span class="input-badge">'''{{clr|3|623S}}/{{clr|4|H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_VaporThrust.png|High into the atmosphere.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground {{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|623S}}<br />
|-<br />
{{AttackVersion|name=Ground {{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.623S/H}}<br />
|}<br />
==== ====<br />
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.<br />
<br />
'''Additional Frame Data:''' ''Fully invincible 1~8F. Ky is airborne from 9F onwards. Floats opponent on hit (untechable for 50F). Initial prorate 80%.''<br />
<br />
----<br />
*{{clr|4|H}} version's invul extends into active frames, so it's strictly better to use if you're getting jumped at.<br />
*Launches the opponent lower than S version<br />
<br />
'''Additional Frame Data:''' ''Fully invincible 1~10F. Strike invincible 11~15F. Ky is airborne from 11F onwards. Initial prorate 80%.''<br />
<br />
----<br />
<br />
*Air version mostly sees use as a combo filler.<br />
<br />
'''Additional Frame Data:''' ''Strike invincible 1~10F. Floats opponent on hit (untechable for 45F). Can cancel into Lightning Javelin from 15~33F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Strike Through</big>===<br />
<span class="input-badge">'''Vapor Thrust/Grand Vapor Thrust -> {{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_LightningJavelin.png|S version wallsticks, H version wallbounces<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
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</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|2|214K}}}}<br />
{{#lst:{{PAGENAME}}/Data|623S_214K}}<br />
|}<br />
==== ====<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>Needle Spike</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_NeedleSpike.png|2nd hit won't combo if you do it too close to the opponent.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
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</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236K}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236K}}<br />
|}<br />
==== ====<br />
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.<br />
----<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>Greed Sever</big>===<br />
<span class="input-badge">'''{{clr|2|236[K]}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_GreedSever.png|<s>UNBLOCKABLE</s> Low crush<br/>(bless GGPO)<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
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</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236[K]}}<br />
|}<br />
==== ====<br />
Uses the first hit of Needle Spike and the actual Greed Sever part takes years to happen. You would likely to have to be asleep to be hit by this raw.<br />
</div><br />
</div><br />
<br />
===<big>Crescent Slash</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} The Grand Return'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_CrescentSlash.png|''''''<br />
</gallery><br />
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Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
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</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
|}<br />
==== ====<br />
Another glorious return from GGX, this rising overhead is fast, low crushes, is silent during startup, and leads into an air combo. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Grand Vapor Thrust</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_GrandThrust.png|''''''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
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</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
|}<br />
==== ====<br />
Ky slides along the ground and swings his sord, before rising into a Vapor Thrust. Very useful for converting your ground strings thanks to it's FRC. The first hit can pass through the opponent, but the move comes out too fast to be a crossup, so no cheap mixups for you young man.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Elegant Slash</big>===<br />
<span class="input-badge">'''{{clr|1|623P}} Civilized Throw'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_ElegantSlash.png|''''''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623P}}<br />
|}<br />
==== ====<br />
Quick 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<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Force Breaks==<br />
===<big>Lightning Sphere</big>===<br />
<span class="input-badge">'''Charged Stun Edge -> {{clr|5|4D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_Orb.png|'''Through the gates of heaven...'''<br />
<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
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</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D 4D}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Ky Kiske/Combos#Spending Meter|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.<br />
*[[GGACR/Offense#Vacuum|Vacuums]] opponent.<br />
*Must be blocked with FD in the air.<br />
*Can be cancelled into Charge Drive.<br />
<br />
'''Additional Frame Data''' ''Untechable for 25F. Hitstop 7F. Total length 43F. Can cancel into followup (Charge Drive) from 30~36F''<br />
</div><br />
</div><br />
<br />
===<big>Charge Drive</big>===<br />
<span class="input-badge">'''Lightning Sphere -> {{clr|5|46D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_ChargeDrive.png|'''...to the altars of hell'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D 4D 46D}}<br />
|}<br />
==== ====<br />
Finishing blow followed up from Lightning Sphere. Deals a high amount of stun and blows the opponent away. [[GGACR/Offense#Wall Stick|Wall Sticks]] in the corner, allowing a short follow-up combo.<br />
<br />
'''Additional Frame Data''' ''Forced prorate 70%. Wallsticks opponent on hit (untechable for 80F, sticks for 60F)''<br />
</div><br />
</div><br />
<br />
===<big>Stun Rays</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jD.png|Looks just like {{clr|5|j.D}}, but has a lot of special properties.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214D}}<br />
|}<br />
==== ====<br />
An exceptionally powerful version of Ky's {{clr|5|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.<br />
<br />
*Must be blocked in the air with Faultless Defense<br />
*Be sure to space it correctly (or be in the air) when the opponent wakes up in order to avoid being thrown.<br />
'''Additional Frame Data''' ''22F hitstun on standing hit. Untechable for 40F. Floats opponent on CH (untechable for 62F). Ky is in CH state until 15F. Hitstop 6F. Has a minimum height requirement. Projectile guaranteed to appear after 12F''<br />
</div><br />
</div><br />
===<big>Lightning Strike</big>===<br />
<span class="input-badge">'''{{clr|5|222D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Ky_222D.png|Holy shit guys, we solved the Justice matchup<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222D}}<br />
|}<br />
==== ====<br />
Like the one from his normal version, but can be used at any time and while the opponent is anywhere on screen, including midair. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Overdrives==<br />
===<big>Ride the Lightning</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_RTL.png|'''Lies, you don't ride it'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.632146H}}<br />
|}<br />
==== ====<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>Sacred Edge</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_SacredEdge.png|'''Burned by the glory of a sacred fire'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|632146P}}<br />
|}<br />
==== ====<br />
Same animation as the normal version, but the projectile lingers a bit before going forward, making it pretty worthless in neutral compared to before. Also there is now an air version.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Instant Kill==<br />
===<big>Rising Force</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_IK.png|'''Thunder and spark, in the heart of the dark'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
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 [[GGACR/A.B.A#Suka Motion | Suka Motion]] <br><br />
'''Additional Frame Data''' ''IK mode activation: 46F''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Ky Kiske}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Ky Kiske/Data]].}}<br />
{{Navbar-GGACR}}</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGACR/Ky_Kiske/EX&diff=234059GGACR/Ky Kiske/EX2021-10-09T08:22:42Z<p>Johhny: </p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|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.<br />
<br />
If you’re looking for a dirtier, less honest take on Ky’s usual playstyle, EX Ky may be for you.<br />
<br />
|lore= A former captain of the Sacred Order of Holy Knights.<br><br />
Ky's zeal and sincerity make him a valuable asset to his allies, and a target for his enemies.<br><br />
Now he investigates the Post-War Administration Bureau to bring justice to the corrupt system, though he is starting to have some doubts on his black and white worldview.<br><br />
He employs skillful swordplay and a magic blade, Thunderseal, in his fighting style, utilizing techniques that are peerless in strength and skill.<br><br />
Ky must balance his duties with the safety of his friends and family.<br />
|voice_actor= Takeshi Kusao<br />
|summary= is the resident "shoto" of ''Guilty Gear'', with a balanced toolkit and answers for almost every situation. <br />
|pros=<br />
* '''Better Reversal''': Vapor Thrust has been given some extra horizontal range early in the animation, making it actually a little useful on wakeup<br />
* '''New Mixup''': Hard to see overheads and a command grab gives Ky more ways to add threats to his blockstrings<br />
* ’’’FB Lightning Strike’’’: Very good counter zoning tool for times where the opponent can’t be dealt with by stun edge<br />
|cons=<br />
* '''No Stun Dipper''': Can’t reliably low profile his way through offense<br />
* ‘’’Worse Greed Sever’’’: It’s extremely slow and telegraphed, and useless in combos.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|RF1QTDpgM0Q|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normals==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
A well-rounded jab. Ky generally has better options for most situations but you can set up frame traps, bait [[GGACR/Defense#Bursts|Bursts]], and anti-air with it.<br />
*Good vertical range.<br />
*Nice backup anti-air when {{clr|1|6P}} would fail (like if you were [[Crossup|crossed up]]).<br />
*Gatlings into any other attack.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5K.png|Literally footsies<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5K-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Ky_5K-2-Hitbox.png|Frames 7-9<br />
GGXXACPR_Ky_5K-3-Hitbox.png|Frames 10-12<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
Ky's main normal for okizeme and low mixup. Super fast, active for a long time, and hits low.<br />
*Hits surprisingly high up.<br />
*Active enough to catch backdashes.<br />
'''Additional Frame Data:''' ''80% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_cS.png|Multipurpose normal.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_cS-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
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|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.<br />
*Lots of options on hit or block.<br />
*Hits really high up, so it works as an anti-air.<br />
*Preferred normal to throw [[Option Select|option select]] with.<br />
*Preferred normal to [[GGACR/Movement#Jump Install | Jump Install]] in specific combos.<br />
*Long hitstun on [[GGACR/Offense#Counter Hits (CH)| CH]], enough to combo into {{clr|4|3H}}.<br />
*Often used to frame trap due to its high reward on CH.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_fS.png|Transcontinental normal<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_fS-1-Hitbox.png|Frames 10-12<br />
GGXXACPR_Ky_fS-2-Hitbox.png|Frames 13-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
A long reaching normal best used to space out your opponent from medium to far range. Usually cancelled into {{clr|3|2S}} or 236H/S, depending on range. It's recommended to be careful using it against characters who have low profiling moves such as [[GGACR/Ky Kiske#Stun Dipper| Stun Dipper]] and [[GGACR/Sol_Badguy#Grand/Ground Viper| Sol's Grand Viper]] along with Zappa's run and Faust's crouch walk.<br />
*Extends hurtbox significantly<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|2S}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
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.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6P.png|[https://sp.nicovideo.jp/watch/sm489869 D.G.E]<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_6P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Ky's go-to anti-air, and a good combo starter on Counter Hit. This is generally used instead of {{clr|4|2H}} when you're specifically reacting to a deep jump in, since it is fast and has invul. Often cancelled into {{clr|3|c.S}} for safety in the event of a clash or to hit confirm.<br />
*Upper body invulnerable early in the animation, then above-knees invulnerable for the rest.<br />
*Its invul can be used to beat some defensive options, such as [[GGACR/Defense#Dead Angle Attack (DAA) | DAA]], or [[GGACR/Ky Kiske#Vapor Thrust | Vapor Thrust]].<br />
*Floats and blows opponent back a far distance on CH. <br />
*Often used as a frame trap due to high reward on CH.<br />
*Sometimes used to start [[GGACR/Ky Kiske/Combos#6H Wallbounce / Loop| 6H loops]] on CH from very close hits.<br />
'''Additional Frame Data:''' ''Upper body invincible 1~6F. Above knees invincible 7~13F. Blows back opponent on CH (untechable for 56F on ground hit, air hit for 28F). 90% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_6K-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6K}}<br />
|}<br />
==== ====<br />
Slower than his normal version, but causes ground slide on hit that can be converted into damage in the corner.<br />
*Moves Ky forward.<br />
*0 on [[GGACR/Defense#Instant Block (IB)| IB]].<br />
<br />
<br />
'''Additional Frame Data:''' ''Puts opponent in blowback state on air hit (untechable 25F).''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_3H.png|Go ahead, mash that DP<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_3H-1-Hitbox.png|1st Hit (Frames 23-30)<br />
GGXXACPR_Ky_3H-2-Hitbox.png|2nd Hit (Frame 31)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
|}<br />
==== ====<br />
A powerful attack for okizeme when you have enough time to use it. Ky's slowest grounded normal other than {{clr|5|5D}}, in exchange for being ultra plus on block and [[Option Select|option selecting]] most reversals when timed correctly.<br />
<br />
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 Robo Ky it's a 1f window to correctly bait his Level 2/3 DP and have the second hit of 3H connect, because it has only 3f of startup. Against Ky you have a much larger window due to his Vapor Thrust having 11f of startup.<br />
<br />
*Hits 2 times.<br />
*Forces opponent into crouching state on hit.<br />
*Heavily increases Guard Gauge.<br />
*The 2nd hit is a common target for [[GGACR/Defense#Slashback (SB)| SB.]] Though this will negate Ky's absurd frame advantage, he is still safe.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5D.png|Don't be careless with this dust!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5D-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Offense#Impossible Dust| Impossible Dust]] combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2P.png|The Linker<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
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. <br><br />
*Though this is his fastest normal, 2K may be the preferred link in certain situations where its superior range is necessary.<br />
'''Additional Frame Data:''' ''80% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2K.png|Exhibit A: "What defines a crouching light kick"<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2K-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
A fast, low risk poke in neutral, especially when dashing in.<br />
*Has very good range for its speed.<br />
*Being low to the ground avoids airdash attacks.<br />
'''Additional Frame Data''' ''70% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2S-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|}<br />
==== ====<br />
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 {{clr|5|2D}}. Often cancelled into Stun Edge on hit or block, or layered with a {{clr|5|2D}} input to combo into a knockdown at closer ranges.<br />
*Quite a disjointed hitbox.<br />
*Being low to the ground avoids airdash attacks.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2H.png|'''Keep The Flag Flying'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2H-1-Hitbox.png|Frames 12-13<br />
GGXXACPR_Ky_2H-2-Hitbox.png|Frames 14-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
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.<br />
*Pulls in on air hit.<br />
*Launches on Counter Hit.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2D.png|Some say it's still active to this day...<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2D-1-Hitbox.png|Frames 7-12<br />
GGXXACPR_Ky_2D-2-Hitbox.png|Frames 13-17<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
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. <br />
*Hilariously long active frames<br />
'''Additional Frame Data:''' ''85% initial proration.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jP.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jP-1-Hitbox.png|Frames 6-8<br />
GGXXACPR_Ky_jP-2-Hitbox.png|Frames 9-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
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 {{clr|3|j.S}}.<br />
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.<br />
*Burst safe.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jK.png|A go-to option for air-to-air tactics.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jK-1-Hitbox.png|Frames 7-10<br />
GGXXACPR_Ky_jK-2-Hitbox.png|Frames 11-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
A big air poke used to stuff moves from far away. Great in general for air-to-air fights. <br />
*Crosses up.<br />
*Not jump cancellable, so cancels into {{clr|1|j.P}} or {{clr|3|j.S}} for air combos.<br />
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jS.png|Tingly (yet great) option to air combos.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jS-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
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 [[Fuzzy Overhead|f-shiki mixups]] off of a deep j.S due to its big vertical hitbox.<br />
*Crosses up.<br />
*Air combo filler.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jH.png|Get dunked.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jH-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
A massive swipe that's great for space control, and Ky's go-to landing move, especially when performing a safejump. Cancel into j.236S/H/D 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. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jD.png|Stop! You violated the law. Stop mashing or be served your punishment. Your airspace is now forfeit.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
{{clr|5|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 [[GGACR/Ky Kiske/Strategy#J.D|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 {{clr|1|j.P}} and {{clr|2|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.<br />
<br />
The landing recovery for {{clr|5|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.<br />
<br />
*Stops Ky's air momentum on use.<br />
*Remains even if Ky blocks, but disappears if Ky is hit.<br />
*Hard to hit short characters like Zappa and Faust.<br />
'''Additional Frame Data:''' ''Floats opponent on ground hit (untechable for 28F). Floats opponent higher on CH (untechable for 46F). Landing recovery 11F. Ky is in CH state until 16F. Is a projectile. If {{clr|5|j.D}} makes contact with another projectile, {{clr|5|j.D's}} hitbox immediately disappears. Cannot perform a second {{clr|5|j.D}} until first {{clr|5|j.D}} disappears.''<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_throw.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Ky Kiske/Combos#Throw Combos|a combo]] to make your mixup more punishing.<br />
* 2f FRC point at 59~60f.<br />
'''Additional Frame Data:''' ''Knocks down. 50% forced proration.''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_airThrow.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
Air throw that wallbounces in the corner, link with 2P for [[GGACR/Ky Kiske/Combos#Throw Combos|a combo.]] Option Select with j.P or j.K for safety. <br><br />
'''Additional Frame Data:''' ''Wall bounces opponent on hit (untechable for 60F). 50% forced proration.''<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
While useful in a pinch, Ky has a lot of defensive options you should consider using before committing to this unsafe guard cancel.<br />
*Uses 6P's animation.<br />
*Wallbounces in the corner.<br />
<br />
'''Additional Frame Data:''' ''Total length of animation: 38F. Fully invincible 1~14F. Throw invincible 15~32F. Wall bounces opponent on hit (untechable for 28F). Initial prorate 50%.''<br />
<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_StunEdge.png| Coconut!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
|-<br />
{{AttackVersion|name={{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
A fast, single hit projectile. Good for controlling space. FRC to force your way in at neutral, reset pressure, or in [[GGACR/Ky Kiske/Combos#Stun Edge FRC|difficult optimal damage combos.]]<br />
*The {{clr|3|S}} version comes out very fast and recovers quickly.<br />
*Good harassment tool for ending blockstrings and cancelling from {{clr|3|f.S}} or {{clr|3|2S}}.<br />
*Opponents can Instant Air Dash over it to punish continued use.<br />
*2F FRC point at 22~23F, when Ky's cape comes back to rest on his legs.<br />
**The FRC can be used to continue pressure on block, combo on hit, and bait air dashes.<br />
'''Additional Frame Data:''' ''Untechable for 18F. Ky is in CH state from 1~21F.''<br />
<br />
----<br />
{{clr|4|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.<br />
*2F FRC point at 25~26F, same visual cue as S version.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 20F. Ky is in CH state from 1~24F.''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Charged Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_CSE.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D}}<br />
|}<br />
==== ====<br />
A large 3-hit projectile that excels on okizeme, allowing free mix-ups when opponents are forced to block it.<br />
*Travels nearly fullscreen.<br />
*2F FRC point at 31~32F, just as Ky flourishes to unleash the attack.<br />
**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.<br />
**The FRC can be used to create opportunities in neutral, or set up high/low mixup on okizeme.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 20F Hitstop 7F. Can cancel into followup (Lightning Sphere) from 9~27F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|3|j.236S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_AirStunEdge.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
|-<br />
{{AttackVersion|name={{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
|}<br />
==== ====<br />
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. <br />
*{{clr|3|S}} version goes at about a 30 degree angle.<br />
*Significant landing recovery.<br />
*3F FRC point at 16~18F, just after the projectile begins to fly. Slightly later than H version.<br />
**FRC restores air options.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 18F. Ky is in crouching state during landing recovery. Has a minimum height requirement''<br />
<br />
----<br />
The {{clr|4|H}} version is better used to harass the opponent in neutral, or in combos due to its longer hitstun.<br />
*{{clr|4|H}} version goes at about a 60 degree angle.<br />
*Significant landing recovery.<br />
*3F FRC point at 14~16F, as soon as the projectile begins to fly.<br />
**FRC restores air options.<br />
<br />
'''Additional Frame Data:''' ''Ky is in crouching state during landing recovery. Has a minimum height requirement''<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Charged Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|5|j.236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_ACSE.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236D}}<br />
|}<br />
==== ====<br />
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 {{clr|5|236D}}.<br />
*2F FRC point at 21~22F, just as Ky flourishes to unleash the projectile.<br />
**This FRC '''does not''' reset your jump options like the Air Stun Edge FRCs do.<br />
**FRCing can cause the projectile to change directions to face the opponent.<br />
*The infamous 'shtkn strat' {{clr|5|j.236D}} FRC negative edge a {{clr|4|j.236H}}! If you do this right, Ky will effectively do 2 air fireballs that cover a big part of the playing field. <br />
**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.<br />
<br />
<br />
'''Additional Frame Data:''' ''Untechable for 25F. Ky is in crouching state during landing recovery. Hitstop 7F. Has a minimum height requirement''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Vapor Thrust</big>===<br />
<span class="input-badge">'''{{clr|3|623S}}/{{clr|4|H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_VaporThrust.png|High into the atmosphere.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground {{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|623S}}<br />
|-<br />
{{AttackVersion|name=Ground {{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.623S/H}}<br />
|}<br />
==== ====<br />
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.<br />
<br />
'''Additional Frame Data:''' ''Fully invincible 1~8F. Ky is airborne from 9F onwards. Floats opponent on hit (untechable for 50F). Initial prorate 80%.''<br />
<br />
----<br />
*{{clr|4|H}} version's invul extends into active frames, so it's strictly better to use if you're getting jumped at.<br />
*Launches the opponent lower than S version<br />
<br />
'''Additional Frame Data:''' ''Fully invincible 1~10F. Strike invincible 11~15F. Ky is airborne from 11F onwards. Initial prorate 80%.''<br />
<br />
----<br />
<br />
*Air version mostly sees use as a combo filler.<br />
<br />
'''Additional Frame Data:''' ''Strike invincible 1~10F. Floats opponent on hit (untechable for 45F). Can cancel into Lightning Javelin from 15~33F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Strike Through</big>===<br />
<span class="input-badge">'''Vapor Thrust/Grand Vapor Thrust -> {{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_LightningJavelin.png|S version wallsticks, H version wallbounces<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|2|214K}}}}<br />
{{#lst:{{PAGENAME}}/Data|623S_214K}}<br />
|}<br />
==== ====<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>Needle Spike</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_NeedleSpike.png|2nd hit won't combo if you do it too close to the opponent.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236K}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236K}}<br />
|}<br />
==== ====<br />
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.<br />
----<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>Greed Sever</big>===<br />
<span class="input-badge">'''{{clr|2|236[K]}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_GreedSever.png|<s>UNBLOCKABLE</s> Low crush<br/>(bless GGPO)<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236[K]}}<br />
|}<br />
==== ====<br />
Uses the first hit of Needle Spike and the actual Greed Sever part takes years to happen. You would likely to have to be asleep to be hit by this raw.<br />
</div><br />
</div><br />
<br />
===<big>Crescent Slash</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} The Grand Return'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_CrescentSlash.png|''''''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
|}<br />
==== ====<br />
Another glorious return from GGX, this rising overhead is fast, low crushes, is silent during startup, and leads into an air combo. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Grand Vapor Thrust</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_GrandThrust.png|''''''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
|}<br />
==== ====<br />
Ky slides along the ground and swings his sord, before rising into a Vapor Thrust. Very useful for converting your ground strings thanks to it's FRC. The first hit can pass through the opponent, but the move comes out too fast to be a crossup, so no cheap mixups for you young man.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Elegant Slash</big>===<br />
<span class="input-badge">'''{{clr|1|623P}} Civilized Throw'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_ElegantSlash.png|''''''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623P}}<br />
|}<br />
==== ====<br />
Quick 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<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Force Breaks==<br />
===<big>Lightning Sphere</big>===<br />
<span class="input-badge">'''Charged Stun Edge -> {{clr|5|4D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_Orb.png|'''Through the gates of heaven...'''<br />
<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D 4D}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Ky Kiske/Combos#Spending Meter|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.<br />
*[[GGACR/Offense#Vacuum|Vacuums]] opponent.<br />
*Must be blocked with FD in the air.<br />
*Can be cancelled into Charge Drive.<br />
<br />
'''Additional Frame Data''' ''Untechable for 25F. Hitstop 7F. Total length 43F. Can cancel into followup (Charge Drive) from 30~36F''<br />
</div><br />
</div><br />
<br />
===<big>Charge Drive</big>===<br />
<span class="input-badge">'''Lightning Sphere -> {{clr|5|46D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_ChargeDrive.png|'''...to the altars of hell'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D 4D 46D}}<br />
|}<br />
==== ====<br />
Finishing blow followed up from Lightning Sphere. Deals a high amount of stun and blows the opponent away. [[GGACR/Offense#Wall Stick|Wall Sticks]] in the corner, allowing a short follow-up combo.<br />
<br />
'''Additional Frame Data''' ''Forced prorate 70%. Wallsticks opponent on hit (untechable for 80F, sticks for 60F)''<br />
</div><br />
</div><br />
<br />
===<big>Stun Rays</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jD.png|Looks just like {{clr|5|j.D}}, but has a lot of special properties.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214D}}<br />
|}<br />
==== ====<br />
An exceptionally powerful version of Ky's {{clr|5|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.<br />
<br />
*Must be blocked in the air with Faultless Defense<br />
*Be sure to space it correctly (or be in the air) when the opponent wakes up in order to avoid being thrown.<br />
'''Additional Frame Data''' ''22F hitstun on standing hit. Untechable for 40F. Floats opponent on CH (untechable for 62F). Ky is in CH state until 15F. Hitstop 6F. Has a minimum height requirement. Projectile guaranteed to appear after 12F''<br />
</div><br />
</div><br />
===<big>Lightning Strike</big>===<br />
<span class="input-badge">'''{{clr|5|222D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Ky_222D.png|Holy shit guys, we solved the Justice matchup<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222D}}<br />
|}<br />
==== ====<br />
Like the one from his normal version, but can be used at any time and while the opponent is anywhere on screen, including midair. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Overdrives==<br />
===<big>Ride the Lightning</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_RTL.png|'''Lies, you don't ride it'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.632146H}}<br />
|}<br />
==== ====<br />
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.<br />
</div><br />
</div><br />
<br />
===<big>Sacred Edge</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_SacredEdge.png|'''Burned by the glory of a sacred fire'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|632146P}}<br />
|}<br />
==== ====<br />
Same animation as the normal version, but the projectile lingers a bit before going forward, making it pretty worthless in neutral compared to before. Also there is now an air version.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Instant Kill==<br />
===<big>Rising Force</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_IK.png|'''Thunder and spark, in the heart of the dark'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
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 [[GGACR/A.B.A#Suka Motion | Suka Motion]] <br><br />
'''Additional Frame Data''' ''IK mode activation: 46F''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Ky Kiske}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Ky Kiske/Data]].}}<br />
{{Navbar-GGACR}}</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGACR/Ky_Kiske/EX&diff=234058GGACR/Ky Kiske/EX2021-10-09T08:03:34Z<p>Johhny: /* Sacred Edge */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview= Ky Kiske is a balanced, straightforward character with a tool for every range and situation.<br />
<br />
He performs best at midrange with a variety of useful pokes, but Ky has tools at every range thanks to his [[{{PAGENAME}}#Stun_Edge|Stun Edge]] projectiles. He uses his fast, long {{clr|3|f.S}} to harass his foes, and rounds out his neutral game with {{clr|3|2S}}, {{clr|4|5H}}, {{clr|2|2K}}, and {{clr|5|2D}}. Experienced Ky players can cancel into [[{{PAGENAME}}#Stun_Dipper|Stun Dipper]] to secure knockdowns from afar. Frustrated opponents that jump at Ky will find themselves dealing with his above-the-knees invulnerable {{clr|1|6P}} and very tall {{clr|4|2H}}. When Ky is farther from the opponent he can use Stun Edges to harass, either covering his approach or playing keep away.<br />
<br />
After getting a knockdown, Ky safely sets up [[Okizeme|okizeme]] using [[{{PAGENAME}}#Charged_Stun_Edge|Charged Stun Edge]], {{clr|4|3H}} or {{clr|5|j.D}}, then applies strong [[blockstring]] pressure, lacing together low attacks, [[Frame Trap|frame traps]], [[GGACR/Offense#Throws|throws]], and pressure resets with {{clr|4|6H}}, {{clr|2|6K}}, and powerful [[{{PAGENAME}}#Force_Breaks|Force Break]]s (FBs) to wear the enemy down. <br />
<br />
To turn the tide, Ky can use Stun Dipper to slide under attacks and score knockdowns, utilize his overhead [[{{PAGENAME}}#Greed_Sever|Greed Sever]], or gamble with his [[Reversal|reversal]], [[{{PAGENAME}}#Vapor_Thrust|Vapor Thrust]]. Ky can rapidly switch between keeping the opponent away and applying pressure.<br />
<br />
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.<br />
|lore= A former captain of the Sacred Order of Holy Knights.<br><br />
Ky's zeal and sincerity make him a valuable asset to his allies, and a target for his enemies.<br><br />
Now he investigates the Post-War Administration Bureau to bring justice to the corrupt system, though he is starting to have some doubts on his black and white worldview.<br><br />
He employs skillful swordplay and a magic blade, Thunderseal, in his fighting style, utilizing techniques that are peerless in strength and skill.<br><br />
Ky must balance his duties with the safety of his friends and family.<br />
|voice_actor= Takeshi Kusao<br />
|summary= is a balanced, straightforward character with a tool for every range and situation. <br />
|pros=<br />
* '''All Range''': 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.<br />
* '''High Mix Pressure''': Open [[GGACR/Movement#Cancels|gatling]] table and a suite of versatile normals allows for variable blockstring pressure to keep opponents guessing and crank up their [[GGACR/Damage#Guard_Gauge|Guard Gauge]].<br />
* '''Tricky With Meter''': Ky's [[GGACR/Movement#Roman_Cancel|FRCs]] and FBs are versatile, with them he can establish pressure, create combos, enhance mix ups, make himself safe, and more.<br />
* '''All Rounder''': Tools for every situation, including two strong anti-airs, a fast jab in {{clr|1|2P}}, and two reversals. <br />
* '''Knockdown From Anything''': Can secure a knockdown from nearly any situation, mostly thanks to Javelin.<br />
* '''Strong Setups''': {{clr|4|3H}}, {{clr|5|236D}}, {{clr|5|j.236D}}, {{clr|5|j.D}}, {{clr|5|j.214D}}, {{clr|2|5K}} and {{clr|3|j.S}} all combine to give Ky superb options for okizeme.<br />
|cons=<br />
* '''Linear At Range''': Ky's versatility is outclassed by most other projectile characters and characters with long range pokes.<br />
* '''Limited Second Chance Pressure''': Pressure extensions are limited and either require meter or end your turn and put you on the defensive.<br />
* '''Low Base Damage''': Ky's typical combo starters prorate heavily, couple this with an already low overall output and you have a less explosive character than most others.<br />
* '''Straightforward To A Fault''': Ky's approach is somewhat telegraphed, and easy for more defensive characters to stop; requires acting outside the box.<br />
* '''Poor Matchups Against Top Tier''': Despite being strong in his own right, Ky is shut out by the stronger characters in +R.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|RF1QTDpgM0Q|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normals==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
A well-rounded jab. Ky generally has better options for most situations but you can set up frame traps, bait [[GGACR/Defense#Bursts|Bursts]], and anti-air with it.<br />
*Good vertical range.<br />
*Nice backup anti-air when {{clr|1|6P}} would fail (like if you were [[Crossup|crossed up]]).<br />
*Gatlings into any other attack.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5K.png|Literally footsies<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5K-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Ky_5K-2-Hitbox.png|Frames 7-9<br />
GGXXACPR_Ky_5K-3-Hitbox.png|Frames 10-12<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
Ky's main normal for okizeme and low mixup. Super fast, active for a long time, and hits low.<br />
*Hits surprisingly high up.<br />
*Active enough to catch backdashes.<br />
'''Additional Frame Data:''' ''80% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_cS.png|Multipurpose normal.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_cS-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
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|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.<br />
*Lots of options on hit or block.<br />
*Hits really high up, so it works as an anti-air.<br />
*Preferred normal to throw [[Option Select|option select]] with.<br />
*Preferred normal to [[GGACR/Movement#Jump Install | Jump Install]] in specific combos.<br />
*Long hitstun on [[GGACR/Offense#Counter Hits (CH)| CH]], enough to combo into {{clr|4|3H}}.<br />
*Often used to frame trap due to its high reward on CH.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_fS.png|Transcontinental normal<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_fS-1-Hitbox.png|Frames 10-12<br />
GGXXACPR_Ky_fS-2-Hitbox.png|Frames 13-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
A long reaching normal best used to space out your opponent from medium to far range. Usually cancelled into {{clr|3|2S}} or 236H/S, depending on range. It's recommended to be careful using it against characters who have low profiling moves such as [[GGACR/Ky Kiske#Stun Dipper| Stun Dipper]] and [[GGACR/Sol_Badguy#Grand/Ground Viper| Sol's Grand Viper]] along with Zappa's run and Faust's crouch walk.<br />
*Extends hurtbox significantly<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|2S}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky-EX_5H-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6P.png|[https://sp.nicovideo.jp/watch/sm489869 D.G.E]<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_6P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Ky's go-to anti-air, and a good combo starter on Counter Hit. This is generally used instead of {{clr|4|2H}} when you're specifically reacting to a deep jump in, since it is fast and has invul. Often cancelled into {{clr|3|c.S}} for safety in the event of a clash or to hit confirm.<br />
*Upper body invulnerable early in the animation, then above-knees invulnerable for the rest.<br />
*Its invul can be used to beat some defensive options, such as [[GGACR/Defense#Dead Angle Attack (DAA) | DAA]], or [[GGACR/Ky Kiske#Vapor Thrust | Vapor Thrust]].<br />
*Floats and blows opponent back a far distance on CH. <br />
*Often used as a frame trap due to high reward on CH.<br />
*Sometimes used to start [[GGACR/Ky Kiske/Combos#6H Wallbounce / Loop| 6H loops]] on CH from very close hits.<br />
'''Additional Frame Data:''' ''Upper body invincible 1~6F. Above knees invincible 7~13F. Blows back opponent on CH (untechable for 56F on ground hit, air hit for 28F). 90% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_6K-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6K}}<br />
|}<br />
==== ====<br />
A slow attack used to extend blockstrings and combos. Often canceled into from c.S. On hit, you can [[GGACR/Ky Kiske/Combos#6K Link | link a {{clr|1|2P}} or {{clr|2|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.<br />
*Moves Ky forward.<br />
*0 on [[GGACR/Defense#Instant Block (IB)| IB]].<br />
<br />
<br />
'''Additional Frame Data:''' ''Puts opponent in blowback state on air hit (untechable 25F).''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_3H.png|Go ahead, mash that DP<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_3H-1-Hitbox.png|1st Hit (Frames 23-30)<br />
GGXXACPR_Ky_3H-2-Hitbox.png|2nd Hit (Frame 31)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|3H}}<br />
|}<br />
==== ====<br />
A powerful attack for okizeme when you have enough time to use it. Ky's slowest grounded normal other than {{clr|5|5D}}, in exchange for being ultra plus on block and [[Option Select|option selecting]] most reversals when timed correctly.<br />
<br />
The Option Select works because 6H'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 Robo Ky it's a 1f window to correctly bait his Level 2/3 DP and have the second hit of 6H connect, because it has only 3f of startup. Against Ky you have a much larger window due to his Vapor Thrust having 11f of startup.<br />
<br />
*Hits 2 times.<br />
*Forces opponent into crouching state on hit.<br />
*Heavily increases Guard Gauge.<br />
*The 2nd hit is a common target for [[GGACR/Defense#Slashback (SB)| SB.]] Though this will negate Ky's absurd frame advantage, he is still safe.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5D.png|Don't be careless with this dust!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5D-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Offense#Impossible Dust| Impossible Dust]] combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2P.png|The Linker<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
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. <br><br />
*Though this is his fastest normal, 2K may be the preferred link in certain situations where its superior range is necessary.<br />
'''Additional Frame Data:''' ''80% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2K.png|Exhibit A: "What defines a crouching light kick"<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2K-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
A fast, low risk poke in neutral, especially when dashing in.<br />
*Has very good range for its speed.<br />
*Being low to the ground avoids airdash attacks.<br />
'''Additional Frame Data''' ''70% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2S-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|}<br />
==== ====<br />
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 {{clr|5|2D}}. Often cancelled into Stun Edge on hit or block, or layered with a {{clr|5|2D}} input to combo into a knockdown at closer ranges.<br />
*Quite a disjointed hitbox.<br />
*Being low to the ground avoids airdash attacks.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2H.png|'''Keep The Flag Flying'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2H-1-Hitbox.png|Frames 12-13<br />
GGXXACPR_Ky_2H-2-Hitbox.png|Frames 14-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
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.<br />
*Pulls in on air hit.<br />
*Launches on Counter Hit.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2D.png|Some say it's still active to this day...<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2D-1-Hitbox.png|Frames 7-12<br />
GGXXACPR_Ky_2D-2-Hitbox.png|Frames 13-17<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
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. <br />
*Hilariously long active frames<br />
'''Additional Frame Data:''' ''85% initial proration.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jP.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jP-1-Hitbox.png|Frames 6-8<br />
GGXXACPR_Ky_jP-2-Hitbox.png|Frames 9-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
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 {{clr|3|j.S}}.<br />
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.<br />
*Burst safe.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jK.png|A go-to option for air-to-air tactics.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jK-1-Hitbox.png|Frames 7-10<br />
GGXXACPR_Ky_jK-2-Hitbox.png|Frames 11-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
A big air poke used to stuff moves from far away. Great in general for air-to-air fights. <br />
*Crosses up.<br />
*Not jump cancellable, so cancels into {{clr|1|j.P}} or {{clr|3|j.S}} for air combos.<br />
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jS.png|Tingly (yet great) option to air combos.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jS-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
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 [[Fuzzy Overhead|f-shiki mixups]] off of a deep j.S due to its big vertical hitbox.<br />
*Crosses up.<br />
*Air combo filler.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jH.png|Get dunked.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jH-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
A massive swipe that's great for space control, and Ky's go-to landing move, especially when performing a safejump. Cancel into j.236S/H/D 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. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jD.png|Stop! You violated the law. Stop mashing or be served your punishment. Your airspace is now forfeit.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
{{clr|5|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 [[GGACR/Ky Kiske/Strategy#J.D|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 {{clr|1|j.P}} and {{clr|2|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.<br />
<br />
The landing recovery for {{clr|5|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.<br />
<br />
*Stops Ky's air momentum on use.<br />
*Remains even if Ky blocks, but disappears if Ky is hit.<br />
*Hard to hit short characters like Zappa and Faust.<br />
'''Additional Frame Data:''' ''Floats opponent on ground hit (untechable for 28F). Floats opponent higher on CH (untechable for 46F). Landing recovery 11F. Ky is in CH state until 16F. Is a projectile. If {{clr|5|j.D}} makes contact with another projectile, {{clr|5|j.D's}} hitbox immediately disappears. Cannot perform a second {{clr|5|j.D}} until first {{clr|5|j.D}} disappears.''<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_throw.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Ky Kiske/Combos#Throw Combos|a combo]] to make your mixup more punishing.<br />
* 2f FRC point at 59~60f.<br />
'''Additional Frame Data:''' ''Knocks down. 50% forced proration.''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_airThrow.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
Air throw that wallbounces in the corner, link with 2P for [[GGACR/Ky Kiske/Combos#Throw Combos|a combo.]] Option Select with j.P or j.K for safety. <br><br />
'''Additional Frame Data:''' ''Wall bounces opponent on hit (untechable for 60F). 50% forced proration.''<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
While useful in a pinch, Ky has a lot of defensive options you should consider using before committing to this unsafe guard cancel.<br />
*Uses 6P's animation.<br />
*Wallbounces in the corner.<br />
<br />
'''Additional Frame Data:''' ''Total length of animation: 38F. Fully invincible 1~14F. Throw invincible 15~32F. Wall bounces opponent on hit (untechable for 28F). Initial prorate 50%.''<br />
<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_StunEdge.png| Coconut!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
|-<br />
{{AttackVersion|name={{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
A fast, single hit projectile. Good for controlling space. FRC to force your way in at neutral, reset pressure, or in [[GGACR/Ky Kiske/Combos#Stun Edge FRC|difficult optimal damage combos.]]<br />
*The {{clr|3|S}} version comes out very fast and recovers quickly.<br />
*Good harassment tool for ending blockstrings and cancelling from {{clr|3|f.S}} or {{clr|3|2S}}.<br />
*Opponents can Instant Air Dash over it to punish continued use.<br />
*2F FRC point at 22~23F, when Ky's cape comes back to rest on his legs.<br />
**The FRC can be used to continue pressure on block, combo on hit, and bait air dashes.<br />
'''Additional Frame Data:''' ''Untechable for 18F. Ky is in CH state from 1~21F.''<br />
<br />
----<br />
{{clr|4|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.<br />
*2F FRC point at 25~26F, same visual cue as S version.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 20F. Ky is in CH state from 1~24F.''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Charged Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_CSE.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D}}<br />
|}<br />
==== ====<br />
A large 3-hit projectile that excels on okizeme, allowing free mix-ups when opponents are forced to block it.<br />
*Travels nearly fullscreen.<br />
*2F FRC point at 31~32F, just as Ky flourishes to unleash the attack.<br />
**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.<br />
**The FRC can be used to create opportunities in neutral, or set up high/low mixup on okizeme.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 20F Hitstop 7F. Can cancel into followup (Lightning Sphere) from 9~27F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|3|j.236S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_AirStunEdge.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
|-<br />
{{AttackVersion|name={{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
|}<br />
==== ====<br />
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. <br />
*{{clr|3|S}} version goes at about a 30 degree angle.<br />
*Significant landing recovery.<br />
*3F FRC point at 16~18F, just after the projectile begins to fly. Slightly later than H version.<br />
**FRC restores air options.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 18F. Ky is in crouching state during landing recovery. Has a minimum height requirement''<br />
<br />
----<br />
The {{clr|4|H}} version is better used to harass the opponent in neutral, or in combos due to its longer hitstun.<br />
*{{clr|4|H}} version goes at about a 60 degree angle.<br />
*Significant landing recovery.<br />
*3F FRC point at 14~16F, as soon as the projectile begins to fly.<br />
**FRC restores air options.<br />
<br />
'''Additional Frame Data:''' ''Ky is in crouching state during landing recovery. Has a minimum height requirement''<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Charged Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|5|j.236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_ACSE.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236D}}<br />
|}<br />
==== ====<br />
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 {{clr|5|236D}}.<br />
*2F FRC point at 21~22F, just as Ky flourishes to unleash the projectile.<br />
**This FRC '''does not''' reset your jump options like the Air Stun Edge FRCs do.<br />
**FRCing can cause the projectile to change directions to face the opponent.<br />
*The infamous 'shtkn strat' {{clr|5|j.236D}} FRC negative edge a {{clr|4|j.236H}}! If you do this right, Ky will effectively do 2 air fireballs that cover a big part of the playing field. <br />
**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.<br />
<br />
<br />
'''Additional Frame Data:''' ''Untechable for 25F. Ky is in crouching state during landing recovery. Hitstop 7F. Has a minimum height requirement''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Vapor Thrust</big>===<br />
<span class="input-badge">'''{{clr|3|623S}}/{{clr|4|H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_VaporThrust.png|High into the atmosphere.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground {{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|623S}}<br />
|-<br />
{{AttackVersion|name=Ground {{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.623S/H}}<br />
|}<br />
==== ====<br />
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.<br />
----<br />
*{{clr|3|S}} version isn't invulnerable to the first active frame, so it may trade with the opponent's attacks.<br />
*Long launch and untechable time on counter hit for better reward, making it an ideal anti-air.<br />
*Launches the opponent higher than {{clr|4|H}} Vapor Thrust.<br />
<br />
'''Additional Frame Data:''' ''Fully invincible 1~8F. Ky is airborne from 9F onwards. Floats opponent on hit (untechable for 50F). Initial prorate 80%. Can cancel into Lightning Javelin from 16~29F''<br />
<br />
----<br />
*{{clr|4|H}} version's invul extends into active frames, which means it's Ky's actual reversal.<br />
*Launches the opponent lower than S version<br />
<br />
'''Additional Frame Data:''' ''Fully invincible 1~10F. Strike invincible 11~15F. Ky is airborne from 11F onwards. Floats opponent on hit (untechable for 45F). Initial prorate 80%. Can cancel into Lightning Javelin from 17~31F''<br />
<br />
----<br />
<br />
*Air version mostly sees use as a combo filler.<br />
<br />
'''Additional Frame Data:''' ''Strike invincible 1~10F. Floats opponent on hit (untechable for 45F). Can cancel into Lightning Javelin from 15~33F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Grand Vapor Thrust</big>===<br />
<span class="input-badge">'''{{clr|3|214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_GrandVaporThrust.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214S }}<br />
|}<br />
==== ====<br />
<br />
'''Additional Frame Data:''' <br />
<br />
</div><br />
</div><br />
<br />
===<big>Slash Through</big>===<br />
<span class="input-badge">'''Vapor Thrust -> {{clr|2|214K}} or Grand Vapor Thrust -> {{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_SlashThrough.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623H 214K}}<br />
|}<br />
==== ====<br />
A follow-up to Vapor Thrust, primarily used for combos. Can also be used as a last ditch attempt to avoid being DP punished.<br />
----<br />
<br />
<br />
'''Additional Frame Data:''' ''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Needle Spike</big>===<br />
<span class="input-badge">'''{{clr|2|236K}}(Air Ok)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_NeedleSpike.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Grounded}}<br />
{{#lst:{{PAGENAME}}/Data|236K}}<br />
|-<br />
{{AttackVersion|name=Aerial}}<br />
{{#lst:{{PAGENAME}}/Data|j.236K}}<br />
|}<br />
==== ====<br />
<br />
'''Additional Frame Data''' <br />
</div><br />
</div><br />
<br />
===<big>Greed Sever</big>===<br />
<span class="input-badge">'''{{clr|2|236[K]}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_GreedSever.png|<s>UNBLOCKABLE</s> Low crush<br/>(bless GGPO)<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236[K]}}<br />
|}<br />
==== ====<br />
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.<br />
*Though it starts up fast (18f), it doesn't hit crouching opponents until later (roughly frame 24, earlier on larger characters).<br />
*Loud and obvious visual/audio cue, so it's harder to hit than its startup implies.<br />
*Can hop over low hitting moves and even low projectiles like Sol's Gunflame.<br />
*Crosses up if done at point-blank range.<br />
*On CH, it floats opponents higher and is completely untechable, opening up more combo routes.<br />
*Often made safe with RC > 2P<br />
'''Additional Frame Data''' ''85% initial proration. Foot invincible and airborne from 4F onwards. Ground bounces opponent on hit (untechable for 40F). Floats opponent higher and fully untechable on CH. Ky is in crouching state during landing recovery. Startup to hit a medium sized crouching opponent is 24F (tested on Sol), startup to hit a large sized opponent is 21f (tested on Potemkin).''<br />
</div><br />
</div><br />
===<big>Crescent Slash</big>===<br />
<span class="input-badge">'''{{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_CrescentSlash.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
|}<br />
==== ====<br />
<br />
----<br />
<br />
<br />
'''Additional Frame Data:''' ''<br />
<br />
</div><br />
</div><br />
===<big>Elegant Slash</big>===<br />
<span class="input-badge">'''{{clr|1|623P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_ElegantSlash.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623P}}<br />
|}<br />
==== ====<br />
<br />
----<br />
<br />
<br />
'''Additional Frame Data:''' ''<br />
<br />
</div><br />
</div><br />
<br />
==Force Breaks==<br />
===<big>Lightning Sphere</big>===<br />
<span class="input-badge">'''Charged Stun Edge -> {{clr|5|214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_Orb.png|'''Through the gates of heaven...'''<br />
<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D 4D}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Ky Kiske/Combos#Spending Meter|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.<br />
*[[GGACR/Offense#Vacuum|Vacuums]] opponent.<br />
*Must be blocked with FD in the air.<br />
*Can be cancelled into Charge Drive.<br />
<br />
'''Additional Frame Data''' ''Untechable for 25F. Hitstop 7F. Total length 43F. Can cancel into followup (Charge Drive) from 30~36F''<br />
</div><br />
</div><br />
<br />
===<big>Charge Drive</big>===<br />
<span class="input-badge">'''Lightning Sphere -> {{clr|5|46D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_ChargeDrive.png|'''...to the altars of hell'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D 4D 46D}}<br />
|}<br />
==== ====<br />
Finishing blow followed up from Lightning Sphere. Deals a high amount of stun and blows the opponent away. [[GGACR/Offense#Wall Stick|Wall Sticks]] in the corner, allowing a short follow-up combo.<br />
<br />
'''Additional Frame Data''' ''Forced prorate 70%. Wallsticks opponent on hit (untechable for 80F, sticks for 60F)''<br />
</div><br />
</div><br />
<br />
===<big>Stun Rays</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jD.png|Looks just like {{clr|5|j.D}}, but has a lot of special properties.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214D}}<br />
|}<br />
==== ====<br />
An exceptionally powerful version of Ky's {{clr|5|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.<br />
<br />
*Must be blocked in the air with Faultless Defense<br />
*Be sure to space it correctly (or be in the air) when the opponent wakes up in order to avoid being thrown.<br />
'''Additional Frame Data''' ''22F hitstun on standing hit. Untechable for 40F. Floats opponent on CH (untechable for 62F). Ky is in CH state until 15F. Hitstop 6F. Has a minimum height requirement. Projectile guaranteed to appear after 12F''<br />
</div><br />
</div><br />
===<big>Lightning Strike</big>===<br />
<span class="input-badge">'''{{clr|5|222D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_LightningStrike.png|'''The lightning strikes, cracking the night'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222H}}<br />
|}<br />
==== ====<br />
A strike of lightning, <br />
<br />
'''Additional Frame Data''' <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Overdrives==<br />
===<big>Ride the Lightning</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_RTL.png|'''Flash before my eyes, now it's time to die'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.632146H}}<br />
|}<br />
==== ====<br />
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 [[Tiger Knee|TK'd]], this move can be used in combos against airborne opponents.<br />
*Invulnerable only through the startup and bit into the actual attack, will not move through projectiles.<br />
*The aerial version can be used in combos if done as a low air juggle. <br />
*FRC is good for staying safe on block or starting combos, but this is an expensive tactic at 75 meter + tension cooldown. <br />
'''Additional Frame Data''' ''Fully invincible 1~14F. Throw invincible 15~19F. Floats opponent on hit (untechable for 36F). Ky is in CH state during move. Hitstop 6F. Dizzy modifier x0''<br />
</div><br />
</div><br />
<br />
===<big>Sacred Edge</big>===<br />
<span class="input-badge">'''{{clr|1|623146P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_SacredEdge.png|'''Burned by the glory of a sacred fire'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|632146P}}<br />
|-<br />
{{AttackVersion|name=Aerial}}<br />
{{#lst:{{PAGENAME}}/Data|j.632146P}}<br />
|}<br />
==== ====<br />
Usually used to add damage to combos. A common route is to use it after {{clr|5|2D}}. It's very plus on block which can allow you to reset pressure, but the meter cost is significant.<br />
*While it is +13 on block, it's more meter efficient to use Lightning Sphere or Stun Edge FRC to reset pressure.<br />
*2D > 236236P is a bit character and distance specific, it isn't a totally stable combo.<br />
*On some characters and distances, you can link 6H after 236P236P.<br />
*FRC point at 13~14f.<br />
<br />
'''Semi-Unblockable Glitch'''<br />
*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.<br />
'''Additional Frame Data''' ''Untechable for 30F. Hitstop 0F''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Instant Kill==<br />
===<big>Rising Force</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_IK.png|'''Thunder and spark, in the heart of the dark'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
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 [[GGACR/A.B.A#Suka Motion | Suka Motion]] <br><br />
'''Additional Frame Data''' ''IK mode activation: 46F''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Ky Kiske}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Ky Kiske/EX/Data]].}}<br />
{{Navbar-GGACR}}</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGACR/Ky_Kiske/EX&diff=234057GGACR/Ky Kiske/EX2021-10-09T08:02:31Z<p>Johhny: /* Sacred Edge */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview= Ky Kiske is a balanced, straightforward character with a tool for every range and situation.<br />
<br />
He performs best at midrange with a variety of useful pokes, but Ky has tools at every range thanks to his [[{{PAGENAME}}#Stun_Edge|Stun Edge]] projectiles. He uses his fast, long {{clr|3|f.S}} to harass his foes, and rounds out his neutral game with {{clr|3|2S}}, {{clr|4|5H}}, {{clr|2|2K}}, and {{clr|5|2D}}. Experienced Ky players can cancel into [[{{PAGENAME}}#Stun_Dipper|Stun Dipper]] to secure knockdowns from afar. Frustrated opponents that jump at Ky will find themselves dealing with his above-the-knees invulnerable {{clr|1|6P}} and very tall {{clr|4|2H}}. When Ky is farther from the opponent he can use Stun Edges to harass, either covering his approach or playing keep away.<br />
<br />
After getting a knockdown, Ky safely sets up [[Okizeme|okizeme]] using [[{{PAGENAME}}#Charged_Stun_Edge|Charged Stun Edge]], {{clr|4|3H}} or {{clr|5|j.D}}, then applies strong [[blockstring]] pressure, lacing together low attacks, [[Frame Trap|frame traps]], [[GGACR/Offense#Throws|throws]], and pressure resets with {{clr|4|6H}}, {{clr|2|6K}}, and powerful [[{{PAGENAME}}#Force_Breaks|Force Break]]s (FBs) to wear the enemy down. <br />
<br />
To turn the tide, Ky can use Stun Dipper to slide under attacks and score knockdowns, utilize his overhead [[{{PAGENAME}}#Greed_Sever|Greed Sever]], or gamble with his [[Reversal|reversal]], [[{{PAGENAME}}#Vapor_Thrust|Vapor Thrust]]. Ky can rapidly switch between keeping the opponent away and applying pressure.<br />
<br />
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.<br />
|lore= A former captain of the Sacred Order of Holy Knights.<br><br />
Ky's zeal and sincerity make him a valuable asset to his allies, and a target for his enemies.<br><br />
Now he investigates the Post-War Administration Bureau to bring justice to the corrupt system, though he is starting to have some doubts on his black and white worldview.<br><br />
He employs skillful swordplay and a magic blade, Thunderseal, in his fighting style, utilizing techniques that are peerless in strength and skill.<br><br />
Ky must balance his duties with the safety of his friends and family.<br />
|voice_actor= Takeshi Kusao<br />
|summary= is a balanced, straightforward character with a tool for every range and situation. <br />
|pros=<br />
* '''All Range''': 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.<br />
* '''High Mix Pressure''': Open [[GGACR/Movement#Cancels|gatling]] table and a suite of versatile normals allows for variable blockstring pressure to keep opponents guessing and crank up their [[GGACR/Damage#Guard_Gauge|Guard Gauge]].<br />
* '''Tricky With Meter''': Ky's [[GGACR/Movement#Roman_Cancel|FRCs]] and FBs are versatile, with them he can establish pressure, create combos, enhance mix ups, make himself safe, and more.<br />
* '''All Rounder''': Tools for every situation, including two strong anti-airs, a fast jab in {{clr|1|2P}}, and two reversals. <br />
* '''Knockdown From Anything''': Can secure a knockdown from nearly any situation, mostly thanks to Javelin.<br />
* '''Strong Setups''': {{clr|4|3H}}, {{clr|5|236D}}, {{clr|5|j.236D}}, {{clr|5|j.D}}, {{clr|5|j.214D}}, {{clr|2|5K}} and {{clr|3|j.S}} all combine to give Ky superb options for okizeme.<br />
|cons=<br />
* '''Linear At Range''': Ky's versatility is outclassed by most other projectile characters and characters with long range pokes.<br />
* '''Limited Second Chance Pressure''': Pressure extensions are limited and either require meter or end your turn and put you on the defensive.<br />
* '''Low Base Damage''': Ky's typical combo starters prorate heavily, couple this with an already low overall output and you have a less explosive character than most others.<br />
* '''Straightforward To A Fault''': Ky's approach is somewhat telegraphed, and easy for more defensive characters to stop; requires acting outside the box.<br />
* '''Poor Matchups Against Top Tier''': Despite being strong in his own right, Ky is shut out by the stronger characters in +R.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|RF1QTDpgM0Q|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normals==<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
A well-rounded jab. Ky generally has better options for most situations but you can set up frame traps, bait [[GGACR/Defense#Bursts|Bursts]], and anti-air with it.<br />
*Good vertical range.<br />
*Nice backup anti-air when {{clr|1|6P}} would fail (like if you were [[Crossup|crossed up]]).<br />
*Gatlings into any other attack.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5K.png|Literally footsies<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5K-1-Hitbox.png|Frames 5-6<br />
GGXXACPR_Ky_5K-2-Hitbox.png|Frames 7-9<br />
GGXXACPR_Ky_5K-3-Hitbox.png|Frames 10-12<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
Ky's main normal for okizeme and low mixup. Super fast, active for a long time, and hits low.<br />
*Hits surprisingly high up.<br />
*Active enough to catch backdashes.<br />
'''Additional Frame Data:''' ''80% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_cS.png|Multipurpose normal.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_cS-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
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|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.<br />
*Lots of options on hit or block.<br />
*Hits really high up, so it works as an anti-air.<br />
*Preferred normal to throw [[Option Select|option select]] with.<br />
*Preferred normal to [[GGACR/Movement#Jump Install | Jump Install]] in specific combos.<br />
*Long hitstun on [[GGACR/Offense#Counter Hits (CH)| CH]], enough to combo into {{clr|4|3H}}.<br />
*Often used to frame trap due to its high reward on CH.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_fS.png|Transcontinental normal<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_fS-1-Hitbox.png|Frames 10-12<br />
GGXXACPR_Ky_fS-2-Hitbox.png|Frames 13-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
A long reaching normal best used to space out your opponent from medium to far range. Usually cancelled into {{clr|3|2S}} or 236H/S, depending on range. It's recommended to be careful using it against characters who have low profiling moves such as [[GGACR/Ky Kiske#Stun Dipper| Stun Dipper]] and [[GGACR/Sol_Badguy#Grand/Ground Viper| Sol's Grand Viper]] along with Zappa's run and Faust's crouch walk.<br />
*Extends hurtbox significantly<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|2S}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky-EX_5H-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6P.png|[https://sp.nicovideo.jp/watch/sm489869 D.G.E]<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_6P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Ky's go-to anti-air, and a good combo starter on Counter Hit. This is generally used instead of {{clr|4|2H}} when you're specifically reacting to a deep jump in, since it is fast and has invul. Often cancelled into {{clr|3|c.S}} for safety in the event of a clash or to hit confirm.<br />
*Upper body invulnerable early in the animation, then above-knees invulnerable for the rest.<br />
*Its invul can be used to beat some defensive options, such as [[GGACR/Defense#Dead Angle Attack (DAA) | DAA]], or [[GGACR/Ky Kiske#Vapor Thrust | Vapor Thrust]].<br />
*Floats and blows opponent back a far distance on CH. <br />
*Often used as a frame trap due to high reward on CH.<br />
*Sometimes used to start [[GGACR/Ky Kiske/Combos#6H Wallbounce / Loop| 6H loops]] on CH from very close hits.<br />
'''Additional Frame Data:''' ''Upper body invincible 1~6F. Above knees invincible 7~13F. Blows back opponent on CH (untechable for 56F on ground hit, air hit for 28F). 90% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_6K-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6K}}<br />
|}<br />
==== ====<br />
A slow attack used to extend blockstrings and combos. Often canceled into from c.S. On hit, you can [[GGACR/Ky Kiske/Combos#6K Link | link a {{clr|1|2P}} or {{clr|2|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.<br />
*Moves Ky forward.<br />
*0 on [[GGACR/Defense#Instant Block (IB)| IB]].<br />
<br />
<br />
'''Additional Frame Data:''' ''Puts opponent in blowback state on air hit (untechable 25F).''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_3H.png|Go ahead, mash that DP<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_3H-1-Hitbox.png|1st Hit (Frames 23-30)<br />
GGXXACPR_Ky_3H-2-Hitbox.png|2nd Hit (Frame 31)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|3H}}<br />
|}<br />
==== ====<br />
A powerful attack for okizeme when you have enough time to use it. Ky's slowest grounded normal other than {{clr|5|5D}}, in exchange for being ultra plus on block and [[Option Select|option selecting]] most reversals when timed correctly.<br />
<br />
The Option Select works because 6H'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 Robo Ky it's a 1f window to correctly bait his Level 2/3 DP and have the second hit of 6H connect, because it has only 3f of startup. Against Ky you have a much larger window due to his Vapor Thrust having 11f of startup.<br />
<br />
*Hits 2 times.<br />
*Forces opponent into crouching state on hit.<br />
*Heavily increases Guard Gauge.<br />
*The 2nd hit is a common target for [[GGACR/Defense#Slashback (SB)| SB.]] Though this will negate Ky's absurd frame advantage, he is still safe.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_5D.png|Don't be careless with this dust!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_5D-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Offense#Impossible Dust| Impossible Dust]] combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2P.png|The Linker<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2P-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
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. <br><br />
*Though this is his fastest normal, 2K may be the preferred link in certain situations where its superior range is necessary.<br />
'''Additional Frame Data:''' ''80% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2K.png|Exhibit A: "What defines a crouching light kick"<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2K-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
A fast, low risk poke in neutral, especially when dashing in.<br />
*Has very good range for its speed.<br />
*Being low to the ground avoids airdash attacks.<br />
'''Additional Frame Data''' ''70% initial proration.''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2S-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|}<br />
==== ====<br />
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 {{clr|5|2D}}. Often cancelled into Stun Edge on hit or block, or layered with a {{clr|5|2D}} input to combo into a knockdown at closer ranges.<br />
*Quite a disjointed hitbox.<br />
*Being low to the ground avoids airdash attacks.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2H.png|'''Keep The Flag Flying'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2H-1-Hitbox.png|Frames 12-13<br />
GGXXACPR_Ky_2H-2-Hitbox.png|Frames 14-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
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.<br />
*Pulls in on air hit.<br />
*Launches on Counter Hit.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_2D.png|Some say it's still active to this day...<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_2D-1-Hitbox.png|Frames 7-12<br />
GGXXACPR_Ky_2D-2-Hitbox.png|Frames 13-17<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
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. <br />
*Hilariously long active frames<br />
'''Additional Frame Data:''' ''85% initial proration.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jP.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jP-1-Hitbox.png|Frames 6-8<br />
GGXXACPR_Ky_jP-2-Hitbox.png|Frames 9-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
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 {{clr|3|j.S}}.<br />
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.<br />
*Burst safe.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jK.png|A go-to option for air-to-air tactics.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jK-1-Hitbox.png|Frames 7-10<br />
GGXXACPR_Ky_jK-2-Hitbox.png|Frames 11-14<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
A big air poke used to stuff moves from far away. Great in general for air-to-air fights. <br />
*Crosses up.<br />
*Not jump cancellable, so cancels into {{clr|1|j.P}} or {{clr|3|j.S}} for air combos.<br />
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jS.png|Tingly (yet great) option to air combos.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jS-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
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 [[Fuzzy Overhead|f-shiki mixups]] off of a deep j.S due to its big vertical hitbox.<br />
*Crosses up.<br />
*Air combo filler.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jH.png|Get dunked.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Ky_jH-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
A massive swipe that's great for space control, and Ky's go-to landing move, especially when performing a safejump. Cancel into j.236S/H/D 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. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jD.png|Stop! You violated the law. Stop mashing or be served your punishment. Your airspace is now forfeit.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
{{clr|5|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 [[GGACR/Ky Kiske/Strategy#J.D|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 {{clr|1|j.P}} and {{clr|2|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.<br />
<br />
The landing recovery for {{clr|5|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.<br />
<br />
*Stops Ky's air momentum on use.<br />
*Remains even if Ky blocks, but disappears if Ky is hit.<br />
*Hard to hit short characters like Zappa and Faust.<br />
'''Additional Frame Data:''' ''Floats opponent on ground hit (untechable for 28F). Floats opponent higher on CH (untechable for 46F). Landing recovery 11F. Ky is in CH state until 16F. Is a projectile. If {{clr|5|j.D}} makes contact with another projectile, {{clr|5|j.D's}} hitbox immediately disappears. Cannot perform a second {{clr|5|j.D}} until first {{clr|5|j.D}} disappears.''<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_throw.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Ky Kiske/Combos#Throw Combos|a combo]] to make your mixup more punishing.<br />
* 2f FRC point at 59~60f.<br />
'''Additional Frame Data:''' ''Knocks down. 50% forced proration.''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_airThrow.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
Air throw that wallbounces in the corner, link with 2P for [[GGACR/Ky Kiske/Combos#Throw Combos|a combo.]] Option Select with j.P or j.K for safety. <br><br />
'''Additional Frame Data:''' ''Wall bounces opponent on hit (untechable for 60F). 50% forced proration.''<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
While useful in a pinch, Ky has a lot of defensive options you should consider using before committing to this unsafe guard cancel.<br />
*Uses 6P's animation.<br />
*Wallbounces in the corner.<br />
<br />
'''Additional Frame Data:''' ''Total length of animation: 38F. Fully invincible 1~14F. Throw invincible 15~32F. Wall bounces opponent on hit (untechable for 28F). Initial prorate 50%.''<br />
<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_StunEdge.png| Coconut!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
|-<br />
{{AttackVersion|name={{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
A fast, single hit projectile. Good for controlling space. FRC to force your way in at neutral, reset pressure, or in [[GGACR/Ky Kiske/Combos#Stun Edge FRC|difficult optimal damage combos.]]<br />
*The {{clr|3|S}} version comes out very fast and recovers quickly.<br />
*Good harassment tool for ending blockstrings and cancelling from {{clr|3|f.S}} or {{clr|3|2S}}.<br />
*Opponents can Instant Air Dash over it to punish continued use.<br />
*2F FRC point at 22~23F, when Ky's cape comes back to rest on his legs.<br />
**The FRC can be used to continue pressure on block, combo on hit, and bait air dashes.<br />
'''Additional Frame Data:''' ''Untechable for 18F. Ky is in CH state from 1~21F.''<br />
<br />
----<br />
{{clr|4|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.<br />
*2F FRC point at 25~26F, same visual cue as S version.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 20F. Ky is in CH state from 1~24F.''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Charged Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_CSE.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D}}<br />
|}<br />
==== ====<br />
A large 3-hit projectile that excels on okizeme, allowing free mix-ups when opponents are forced to block it.<br />
*Travels nearly fullscreen.<br />
*2F FRC point at 31~32F, just as Ky flourishes to unleash the attack.<br />
**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.<br />
**The FRC can be used to create opportunities in neutral, or set up high/low mixup on okizeme.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 20F Hitstop 7F. Can cancel into followup (Lightning Sphere) from 9~27F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|3|j.236S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_AirStunEdge.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
|-<br />
{{AttackVersion|name={{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
|}<br />
==== ====<br />
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. <br />
*{{clr|3|S}} version goes at about a 30 degree angle.<br />
*Significant landing recovery.<br />
*3F FRC point at 16~18F, just after the projectile begins to fly. Slightly later than H version.<br />
**FRC restores air options.<br />
<br />
'''Additional Frame Data:''' ''Untechable for 18F. Ky is in crouching state during landing recovery. Has a minimum height requirement''<br />
<br />
----<br />
The {{clr|4|H}} version is better used to harass the opponent in neutral, or in combos due to its longer hitstun.<br />
*{{clr|4|H}} version goes at about a 60 degree angle.<br />
*Significant landing recovery.<br />
*3F FRC point at 14~16F, as soon as the projectile begins to fly.<br />
**FRC restores air options.<br />
<br />
'''Additional Frame Data:''' ''Ky is in crouching state during landing recovery. Has a minimum height requirement''<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Charged Stun Edge</big>===<br />
<span class="input-badge">'''{{clr|5|j.236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_ACSE.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236D}}<br />
|}<br />
==== ====<br />
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 {{clr|5|236D}}.<br />
*2F FRC point at 21~22F, just as Ky flourishes to unleash the projectile.<br />
**This FRC '''does not''' reset your jump options like the Air Stun Edge FRCs do.<br />
**FRCing can cause the projectile to change directions to face the opponent.<br />
*The infamous 'shtkn strat' {{clr|5|j.236D}} FRC negative edge a {{clr|4|j.236H}}! If you do this right, Ky will effectively do 2 air fireballs that cover a big part of the playing field. <br />
**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.<br />
<br />
<br />
'''Additional Frame Data:''' ''Untechable for 25F. Ky is in crouching state during landing recovery. Hitstop 7F. Has a minimum height requirement''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Vapor Thrust</big>===<br />
<span class="input-badge">'''{{clr|3|623S}}/{{clr|4|H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_VaporThrust.png|High into the atmosphere.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground {{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|623S}}<br />
|-<br />
{{AttackVersion|name=Ground {{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.623S/H}}<br />
|}<br />
==== ====<br />
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.<br />
----<br />
*{{clr|3|S}} version isn't invulnerable to the first active frame, so it may trade with the opponent's attacks.<br />
*Long launch and untechable time on counter hit for better reward, making it an ideal anti-air.<br />
*Launches the opponent higher than {{clr|4|H}} Vapor Thrust.<br />
<br />
'''Additional Frame Data:''' ''Fully invincible 1~8F. Ky is airborne from 9F onwards. Floats opponent on hit (untechable for 50F). Initial prorate 80%. Can cancel into Lightning Javelin from 16~29F''<br />
<br />
----<br />
*{{clr|4|H}} version's invul extends into active frames, which means it's Ky's actual reversal.<br />
*Launches the opponent lower than S version<br />
<br />
'''Additional Frame Data:''' ''Fully invincible 1~10F. Strike invincible 11~15F. Ky is airborne from 11F onwards. Floats opponent on hit (untechable for 45F). Initial prorate 80%. Can cancel into Lightning Javelin from 17~31F''<br />
<br />
----<br />
<br />
*Air version mostly sees use as a combo filler.<br />
<br />
'''Additional Frame Data:''' ''Strike invincible 1~10F. Floats opponent on hit (untechable for 45F). Can cancel into Lightning Javelin from 15~33F''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Grand Vapor Thrust</big>===<br />
<span class="input-badge">'''{{clr|3|214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_GrandVaporThrust.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214S }}<br />
|}<br />
==== ====<br />
<br />
'''Additional Frame Data:''' <br />
<br />
</div><br />
</div><br />
<br />
===<big>Slash Through</big>===<br />
<span class="input-badge">'''Vapor Thrust -> {{clr|2|214K}} or Grand Vapor Thrust -> {{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_SlashThrough.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623H 214K}}<br />
|}<br />
==== ====<br />
A follow-up to Vapor Thrust, primarily used for combos. Can also be used as a last ditch attempt to avoid being DP punished.<br />
----<br />
<br />
<br />
'''Additional Frame Data:''' ''<br />
<br />
</div><br />
</div><br />
<br />
===<big>Needle Spike</big>===<br />
<span class="input-badge">'''{{clr|2|236K}}(Air Ok)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_NeedleSpike.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Grounded}}<br />
{{#lst:{{PAGENAME}}/Data|236K}}<br />
|-<br />
{{AttackVersion|name=Aerial}}<br />
{{#lst:{{PAGENAME}}/Data|j.236K}}<br />
|}<br />
==== ====<br />
<br />
'''Additional Frame Data''' <br />
</div><br />
</div><br />
<br />
===<big>Greed Sever</big>===<br />
<span class="input-badge">'''{{clr|2|236[K]}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_GreedSever.png|<s>UNBLOCKABLE</s> Low crush<br/>(bless GGPO)<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236[K]}}<br />
|}<br />
==== ====<br />
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.<br />
*Though it starts up fast (18f), it doesn't hit crouching opponents until later (roughly frame 24, earlier on larger characters).<br />
*Loud and obvious visual/audio cue, so it's harder to hit than its startup implies.<br />
*Can hop over low hitting moves and even low projectiles like Sol's Gunflame.<br />
*Crosses up if done at point-blank range.<br />
*On CH, it floats opponents higher and is completely untechable, opening up more combo routes.<br />
*Often made safe with RC > 2P<br />
'''Additional Frame Data''' ''85% initial proration. Foot invincible and airborne from 4F onwards. Ground bounces opponent on hit (untechable for 40F). Floats opponent higher and fully untechable on CH. Ky is in crouching state during landing recovery. Startup to hit a medium sized crouching opponent is 24F (tested on Sol), startup to hit a large sized opponent is 21f (tested on Potemkin).''<br />
</div><br />
</div><br />
===<big>Crescent Slash</big>===<br />
<span class="input-badge">'''{{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_CrescentSlash.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
|}<br />
==== ====<br />
<br />
----<br />
<br />
<br />
'''Additional Frame Data:''' ''<br />
<br />
</div><br />
</div><br />
===<big>Elegant Slash</big>===<br />
<span class="input-badge">'''{{clr|1|623P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky-EX_ElegantSlash.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623P}}<br />
|}<br />
==== ====<br />
<br />
----<br />
<br />
<br />
'''Additional Frame Data:''' ''<br />
<br />
</div><br />
</div><br />
<br />
==Force Breaks==<br />
===<big>Lightning Sphere</big>===<br />
<span class="input-badge">'''Charged Stun Edge -> {{clr|5|214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_Orb.png|'''Through the gates of heaven...'''<br />
<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D 4D}}<br />
|}<br />
==== ====<br />
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 [[GGACR/Ky Kiske/Combos#Spending Meter|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.<br />
*[[GGACR/Offense#Vacuum|Vacuums]] opponent.<br />
*Must be blocked with FD in the air.<br />
*Can be cancelled into Charge Drive.<br />
<br />
'''Additional Frame Data''' ''Untechable for 25F. Hitstop 7F. Total length 43F. Can cancel into followup (Charge Drive) from 30~36F''<br />
</div><br />
</div><br />
<br />
===<big>Charge Drive</big>===<br />
<span class="input-badge">'''Lightning Sphere -> {{clr|5|46D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_ChargeDrive.png|'''...to the altars of hell'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D 4D 46D}}<br />
|}<br />
==== ====<br />
Finishing blow followed up from Lightning Sphere. Deals a high amount of stun and blows the opponent away. [[GGACR/Offense#Wall Stick|Wall Sticks]] in the corner, allowing a short follow-up combo.<br />
<br />
'''Additional Frame Data''' ''Forced prorate 70%. Wallsticks opponent on hit (untechable for 80F, sticks for 60F)''<br />
</div><br />
</div><br />
<br />
===<big>Stun Rays</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_jD.png|Looks just like {{clr|5|j.D}}, but has a lot of special properties.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214D}}<br />
|}<br />
==== ====<br />
An exceptionally powerful version of Ky's {{clr|5|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.<br />
<br />
*Must be blocked in the air with Faultless Defense<br />
*Be sure to space it correctly (or be in the air) when the opponent wakes up in order to avoid being thrown.<br />
'''Additional Frame Data''' ''22F hitstun on standing hit. Untechable for 40F. Floats opponent on CH (untechable for 62F). Ky is in CH state until 15F. Hitstop 6F. Has a minimum height requirement. Projectile guaranteed to appear after 12F''<br />
</div><br />
</div><br />
===<big>Lightning Strike</big>===<br />
<span class="input-badge">'''{{clr|5|222D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_LightningStrike.png|'''The lightning strikes, cracking the night'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222H}}<br />
|}<br />
==== ====<br />
A strike of lightning, <br />
<br />
'''Additional Frame Data''' <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Overdrives==<br />
===<big>Ride the Lightning</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_RTL.png|'''Flash before my eyes, now it's time to die'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.632146H}}<br />
|}<br />
==== ====<br />
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 [[Tiger Knee|TK'd]], this move can be used in combos against airborne opponents.<br />
*Invulnerable only through the startup and bit into the actual attack, will not move through projectiles.<br />
*The aerial version can be used in combos if done as a low air juggle. <br />
*FRC is good for staying safe on block or starting combos, but this is an expensive tactic at 75 meter + tension cooldown. <br />
'''Additional Frame Data''' ''Fully invincible 1~14F. Throw invincible 15~19F. Floats opponent on hit (untechable for 36F). Ky is in CH state during move. Hitstop 6F. Dizzy modifier x0''<br />
</div><br />
</div><br />
<br />
===<big>Sacred Edge</big>===<br />
<span class="input-badge">'''{{clr|1|623146P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_SacredEdge.png|'''Burned by the glory of a sacred fire'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|632146P}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.632146P}}<br />
|}<br />
==== ====<br />
Usually used to add damage to combos. A common route is to use it after {{clr|5|2D}}. It's very plus on block which can allow you to reset pressure, but the meter cost is significant.<br />
*While it is +13 on block, it's more meter efficient to use Lightning Sphere or Stun Edge FRC to reset pressure.<br />
*2D > 236236P is a bit character and distance specific, it isn't a totally stable combo.<br />
*On some characters and distances, you can link 6H after 236P236P.<br />
*FRC point at 13~14f.<br />
<br />
'''Semi-Unblockable Glitch'''<br />
*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.<br />
'''Additional Frame Data''' ''Untechable for 30F. Hitstop 0F''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Instant Kill==<br />
===<big>Rising Force</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Ky_IK.png|'''Thunder and spark, in the heart of the dark'''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
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 [[GGACR/A.B.A#Suka Motion | Suka Motion]] <br><br />
'''Additional Frame Data''' ''IK mode activation: 46F''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Ky Kiske}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Ky Kiske/EX/Data]].}}<br />
{{Navbar-GGACR}}</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGACR/Ky_Kiske/EX/Data&diff=234056GGACR/Ky Kiske/EX/Data2021-10-09T07:59:44Z<p>Johhny: </p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav |charMainPage=GGACR/Ky Kiske<br />
|image=GGACR_Ky_Kiske_Icon.png<br />
|videos=<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/21-ky-kiske/<br />
|okizeme=yes<br />
|discord=<br />
}}<section end="Nav"/><br />
<br />
==Links==<br />
<section begin=Links/><br />
{{CharLinks-GGACR<br />
|charMainPage=GGACR/Ky Kiske<br />
|videos=https://acpr.keeponrock.in/#/?p1chars=ky&versions=AC%2BR<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/21-ky-kiske/|forums<br />
|matchups=yes<br />
|discord=<br />
}}<br />
<section end=Links/><br />
<br />
==System Data==<br />
<section begin=system data/><br />
<tr><td class="CharaInfoLabel">'''Defense:'''</td><td>x1.03</td></tr><br />
<tr><td class="CharaInfoLabel">'''Guts:'''</td><td>2</td></tr><br />
<tr><td class="CharaInfoLabel">'''Weight:'''</td><td>Middleweight (x1.0)</td></tr><br />
<tr><td class="CharaInfoLabel">'''Stun Resistance:'''</td><td>60</td></tr><br />
<tr><td class="CharaInfoLabel">'''Prejump:'''</td><td>3F</td></tr><br />
<tr><td class="CharaInfoLabel">'''Backdash:'''</td><td>16F (1~>9F invuln)</td></tr><br />
<tr><td class="CharaInfoLabel">'''Wakeup Time:'''</td><td>46F (Face Up) / 49F (Face Down)</td></tr><br />
<tr><td class="CharaInfoLabel">'''Unique Movements:'''</td><td></td></tr><br />
<section end=system data/><br />
<br />
==Normals==<br />
===5P Data===<br />
<section begin="5P"/>{{FrameData-GGACR<br />
|damage=8 <br />
|guard=Mid |inv=<br />
|startup=5 |active=4 |recovery=6 |frameAdv=0<br />
}}<section end="SystemData"/><section end="5P"/><br />
<br />
<section begin="5P Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=3 |gb-=8<br />
|tension=1.44 |level=1 |cancel=CSJR <br />
}}<section end="5P Extra"/><br />
<br />
===5K Data===<br />
<section begin="5K"/>{{FrameData-GGACR<br />
|damage=12 <br />
|guard=Low |inv=<br />
|startup=5 |active=8 |recovery=7 |frameAdv=-5<br />
}}<section end="5K"/><br />
<br />
<section begin="5K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=3 |gb-=8<br />
|tension=1.44 |level=1 |cancel=SJR <br />
}}<section end="5K Extra"/><br />
<br />
===c.S Data===<br />
<section begin="c.S"/>{{FrameData-GGACR<br />
|damage=28 <br />
|guard=Mid |inv=<br />
|startup=7 |active=2 |recovery=18 |frameAdv=-3<br />
}}<section end="c.S"/><br />
<br />
<section begin="c.S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=14 |gb-=6<br />
|tension=3.84 |level=4 |cancel=SJR <br />
}}<section end="c.S Extra"/><br />
<br />
===f.S Data===<br />
<section begin="f.S"/>{{FrameData-GGACR<br />
|damage=28 <br />
|guard=Mid |inv=<br />
|startup=10 |active=6 |recovery=19 |frameAdv=-11<br />
}}<section end="f.S"/><br />
<br />
<section begin="f.S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10 |gb-=7<br />
|tension=2.64 |level=3 |cancel=SR <br />
}}<section end="f.S Extra"/><br />
<br />
===5H Data===<br />
<section begin="5H"/>{{FrameData-GGACR<br />
|damage=37 <br />
|guard=Mid |inv=<br />
|startup=11 |active=4 |recovery=13 |frameAdv=+2<br />
}}<section end="5H"/><br />
<br />
<section begin="5H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=- |gb-=-<br />
|tension=- |level=- |cancel=SR <br />
}}<section end="5H Extra"/><br />
<br />
===6P Data===<br />
<section begin="6P"/>{{FrameData-GGACR<br />
|damage=30 <br />
|guard=Mid |inv=1~6F Upper Body<br/>7~13F Above Knees<br />
|startup=9 |active=5 |recovery=15 |frameAdv=-6<br />
}}<section end="6P"/><br />
<br />
<section begin="6P Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10 |gb-=7<br />
|tension=2.64 |level=3 |cancel=SR <br />
}}<section end="6P Extra"/><br />
<br />
===6K Data===<br />
<section begin="6K"/>{{FrameData-GGACR<br />
|damage=36 <br />
|guard=Mid |inv=<br />
|startup=20 |active=2 |recovery=11 |frameAdv=+4<br />
}}<section end="6K"/><br />
<br />
<section begin="6K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=14 |gb-=6<br />
|tension=3.84 |level=4 |cancel=SR <br />
}}<section end="6K Extra"/><br />
<br />
===6H Data===<br />
<section begin="6H"/>{{FrameData-GGACR<br />
|damage=36x2 <br />
|guard=Mid |inv=<br />
|startup=23 |active=6, 3 |recovery=3 |frameAdv=+15<br />
}}<section end="6H"/><br />
<br />
<section begin="6H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10x2 |gb-=<br />
|tension= |level=5 |cancel=SJR <br />
}}<section end="6H Extra"/><br />
<br />
===5D Data===<br />
<section begin="5D"/>{{FrameData-GGACR<br />
|damage=15 <br />
|guard=High |inv=<br />
|startup=25 |active=4 |recovery=22 |frameAdv=-12<br />
}}<section end="5D"/><br />
<br />
<section begin="5D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=8 |gb-=20<br />
|tension=2.64 |level=3 |cancel=R <br />
}}<section end="5D Extra"/><br />
<br />
===2P Data===<br />
<section begin="2P"/>{{FrameData-GGACR<br />
|damage=8 <br />
|guard=Mid |inv=<br />
|startup=4 |active=4 |recovery=5 |frameAdv=+1<br />
}}<section end="2P"/><br />
<br />
<section begin="2P Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=3 |gb-=8<br />
|tension=1.44 |level=1 |cancel=CSR <br />
}}<section end="2P Extra"/><br />
<br />
===2K Data===<br />
<section begin="2K"/>{{FrameData-GGACR<br />
|damage=14 <br />
|guard=Low |inv=<br />
|startup=5 |active=4 |recovery=6 |frameAdv=0<br />
}}<section end="2K"/><br />
<br />
<section begin="2K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=3 |gb-=8<br />
|tension=1.44 |level=1 |cancel=SR <br />
}}<section end="2K Extra"/><br />
<br />
===2S Data===<br />
<section begin="2S"/>{{FrameData-GGACR<br />
|damage=25 <br />
|guard=Low |inv=<br />
|startup=9 |active=2 |recovery=13 |frameAdv=-1<br />
}}<section end="2S"/><br />
<br />
<section begin="2S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=8 |gb-=7<br />
|tension=2.64 |level=3 |cancel=SR <br />
}}<section end="2S Extra"/><br />
<br />
===2H Data===<br />
<section begin="2H"/>{{FrameData-GGACR<br />
|damage=28*2<br />
|guard=Mid |inv=<br />
|startup=11 |active=1,4 |recovery=30 |frameAdv=-17<br />
}}<section end="2H"/><br />
<br />
<section begin="2H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=14 |gb-=10<br />
|tension=3.84 |level=4 |cancel=SJR <br />
}}<section end="2H Extra"/><br />
<br />
===2D Data===<br />
<section begin="2D"/>{{FrameData-GGACR<br />
|damage=30 <br />
|guard=Low |inv=<br />
|startup=7 |active=12 |recovery=12 |frameAdv=-10<br />
}}<section end="2D"/><br />
<br />
<section begin="2D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=8 |gb-=7<br />
|tension=2.64 |level=3 |cancel=SJR <br />
}}<section end="2D Extra"/><br />
<br />
===j.P Data===<br />
<section begin="j.P"/>{{FrameData-GGACR<br />
|damage=12 <br />
|guard=High/Air |inv=<br />
|startup=6 |active=6 |recovery=6 |frameAdv=<br />
}}<section end="j.P"/><br />
<br />
<section begin="j.P Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=3 |gb-=8<br />
|tension=1.44 |level=1 |cancel=CSJR <br />
}}<section end="j.P Extra"/><br />
<br />
===j.K Data===<br />
<section begin="j.K"/>{{FrameData-GGACR<br />
|damage=16 <br />
|guard=High/Air |inv=<br />
|startup=7 |active=8 |recovery=8 |frameAdv=<br />
}}<section end="j.K"/><br />
<br />
<section begin="j.K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=3 |gb-=9<br />
|tension=1.44 |level=1 |cancel=SR <br />
}}<section end="j.K Extra"/><br />
<br />
===j.S Data===<br />
<section begin="j.S"/>{{FrameData-GGACR<br />
|damage=28 <br />
|guard=High/Air |inv=<br />
|startup=7 |active=3 |recovery=21 |frameAdv=<br />
}}<section end="j.S"/><br />
<br />
<section begin="j.S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=8 |gb-=8<br />
|tension=2.64 |level=3 |cancel=SJR <br />
}}<section end="j.S Extra"/><br />
<br />
===j.H Data===<br />
<section begin="j.H"/>{{FrameData-GGACR<br />
|damage=38 <br />
|guard=High/Air |inv=<br />
|startup=13 |active=4 |recovery=23 |frameAdv=<br />
}}<section end="j.H"/><br />
<br />
<section begin="j.H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=8 |gb-=7<br />
|tension=2.64 |level=3 |cancel=SR <br />
}}<section end="j.H Extra"/><br />
<br />
===j.D Data===<br />
<section begin="j.D"/>{{FrameData-GGACR<br />
|damage=40 <br />
|guard=all |inv=<br />
|startup=38 |active=13 |recovery=Total 20+11L |frameAdv=<br />
}}<section end="j.D"/><br />
<br />
<section begin="j.D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=0 |gb-=11<br />
|tension=2.64 |level=3 |cancel= <br />
}}<section end="j.D Extra"/><br />
<br />
==Universal Mechanics==<br />
===Ground Throw Data===<br />
<section begin="Ground Throw"/>{{FrameData-GGACR<br />
|damage=60 <br />
|guard=43 pixels |inv=<br />
|startup= |active= |recovery= |frameAdv=<br />
}}<section end="Ground Throw"/><br />
<br />
<section begin="Ground Throw Extra"/>{{FrameDataExtra-GGACR<br />
|gb+= |gb-=6, 7<br />
|tension=4.00 |level= |cancel=RF <br />
}}<section end="Ground Throw Extra"/><br />
===Air Throw Data===<br />
<section begin="Air Throw"/>{{FrameData-GGACR<br />
|damage=60 <br />
|guard=88 pixels |inv=<br />
|startup= |active= |recovery= |frameAdv=<br />
}}<section end="Air Throw"/><br />
<br />
<section begin="Air Throw Extra"/>{{FrameDataExtra-GGACR<br />
|gb+= |gb-=6, 7<br />
|tension=4.00 |level= |cancel= <br />
}}<section end="Air Throw Extra"/><br />
===DAA Data===<br />
<section begin="DAA"/>{{FrameData-GGACR<br />
|damage=25 <br />
|guard=Mid |inv=1~14F All<br/>15~32F Throw<br />
|startup=12 |active=3 |recovery=24 |frameAdv=-13<br />
}}<section end="DAA"/><br />
<br />
<section begin="DAA Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10 |gb-=7<br />
|tension=2.64 |level=3 |cancel=R <br />
}}<section end="DAA Extra"/><br />
<br />
==Specials==<br />
===236S Data===<br />
<section begin="236S"/>{{FrameData-GGACR<br />
|damage=40 <br />
|guard=All |inv=<br />
|startup=10 |active= |recovery=Total 41 |frameAdv=-5<br />
}}<section end="236S"/><br />
<br />
<section begin="236S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=0 |gb-=7<br />
|tension=2.75/4.80 |level=3 |cancel=F <br />
}}<section end="236S Extra"/><br />
<br />
===236H Data===<br />
<section begin="236H"/>{{FrameData-GGACR<br />
|damage=40 <br />
|guard=All |inv=<br />
|startup=13 |active= |recovery=Total 52 |frameAdv=-9<br />
}}<section end="236H"/><br />
<br />
<section begin="236H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=0 |gb-=6<br />
|tension=2.75/4.80 |level=4 |cancel=F <br />
}}<section end="236H Extra"/><br />
<br />
===236D Data===<br />
<section begin="236D"/>{{FrameData-GGACR<br />
|damage=20 x 3 <br />
|guard=All |inv=<br />
|startup=43 |active=49 |recovery=Total 68 |frameAdv=+18<br />
}}<section end="236D"/><br />
<br />
<section begin="236D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=0 |gb-=6 x 3<br />
|tension=2.50/2.40x3 |level=4 |cancel=F <br />
}}<section end="236D Extra"/><br />
<br />
===j.236S Data===<br />
<section begin="j.236S"/>{{FrameData-GGACR<br />
|damage=33 <br />
|guard=All |inv=<br />
|startup=15 |active= |recovery=Total 59+14L |frameAdv=<br />
}}<section end="j.236S"/><br />
<br />
<section begin="j.236S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=0 |gb-=7<br />
|tension=1.50/2.40 |level=3 |cancel=F <br />
}}<section end="j.236S Extra"/><br />
<br />
===j.236H Data===<br />
<section begin="j.236H"/>{{FrameData-GGACR<br />
|damage=33 <br />
|guard=All |inv=<br />
|startup=13 |active= |recovery=Total 56+14L |frameAdv=<br />
}}<section end="j.236H"/><br />
<br />
<section begin="j.236H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=0 |gb-=6<br />
|tension=1.50/2.40 |level=4 |cancel=F <br />
}}<section end="j.236H Extra"/><br />
<br />
===j.236D Data===<br />
<section begin="j.236D"/>{{FrameData-GGACR<br />
|damage=20 x 3 <br />
|guard=All |inv=<br />
|startup=31 |active= |recovery=Total 63+14L |frameAdv=<br />
}}<section end="j.236D"/><br />
<br />
<section begin="j.236D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=0 |gb-=6 x 3<br />
|tension=2.50/2.40x3 |level=5 |cancel=F <br />
}}<section end="j.236D Extra"/><br />
<br />
===623S Data===<br />
<section begin="623S"/>{{FrameData-GGACR<br />
|damage=40,25 <br />
|guard=Mid |inv=1~8F All<br/>9~11F Upper Body<br />
|startup=5 |active=2(2)3 |recovery=Until L+9L |frameAdv=-30<br />
}}<section end="623S"/><br />
<br />
<section begin="623S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=- |gb-=-<br />
|tension=- |level=3 |cancel=R <br />
}}<section end="623S Extra"/><br />
<br />
===623H Data===<br />
<section begin="623H"/>{{FrameData-GGACR<br />
|damage=40,25<br />
|guard=Mid |inv=1~10F All<br/>11~15F Strike<br />
|startup=7 |active=2(2)4 |recovery=Until L+9L |frameAdv=-45<br />
}}<section end="623H"/><br />
<br />
<section begin="623H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=- |gb-=-<br />
|tension=- |level=- |cancel=R <br />
}}<section end="623H Extra"/><br />
<br />
===j.623S/H Data===<br />
<section begin="j.623S/H"/>{{FrameData-GGACR<br />
|damage=35,20 <br />
|guard=All |inv=1~10F Strike<br/>11~13F Upper Body<br />
|startup=7 |active=2(2)3 |recovery=Until L+9 |frameAdv=<br />
}}<section end="j.623S/H"/><br />
<br />
<section begin="j.623S/H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=- |gb-=-<br />
|tension=- |level=3 |cancel=R <br />
}}<section end="j.623S/H Extra"/><br />
<br />
===623S/H 214K Data===<br />
<section begin="623S/H 214K"/>{{FrameData-GGACR<br />
|damage=24 <br />
|guard=All |inv=<br />
|startup=13 |active=6 |recovery=Until L+9 |frameAdv=<br />
}}<section end="623S/H 214K"/><br />
<br />
<section begin="623S/H 214K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=- |gb-=-<br />
|tension=- |level=- |cancel=R <br />
}}<section end="623S/H 214K Extra"/><br />
<br />
===236K Data===<br />
<section begin="236K"/>{{FrameData-GGACR<br />
|damage=24, 36<br />
|guard=HL, H |inv=1~3F Strike<br />
|startup=10 |active=3(15)6 |recovery=17 |frameAdv=-10<br />
}}<section end="236K"/><br />
<br />
<section begin="236K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+= |gb-=<br />
|tension= |level= |cancel=R <br />
}}<section end="236K Extra"/><br />
<br />
===j.236K Data===<br />
<section begin="j.236K"/>{{FrameData-GGACR<br />
|damage=36<br />
|guard=H |inv=<br />
|startup=13 |active=6 |recovery=Until L+10|frameAdv=<br />
}}<section end="j.236K"/><br />
<br />
<section begin="j.236K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+= |gb-=<br />
|tension= |level= |cancel=R <br />
}}<section end="j.236K Extra"/><br />
<br />
===236[K] Data===<br />
<section begin="236[K]"/>{{FrameData-GGACR<br />
|damage=24, 46<br />
|guard=HL, H |inv=1~3F Strike<br />
|startup=10 |active=2(33)14 |recovery=11 |frameAdv=-8<br />
}}<section end="236[K]"/><br />
<br />
<section begin="236[K] Extra"/>{{FrameDataExtra-GGACR<br />
|gb+= |gb-=<br />
|tension= |level= |cancel=R <br />
}}<section end="236[K] Extra"/><br />
<br />
===214K Data===<br />
<section begin="214K"/>{{FrameData-GGACR<br />
|damage=24<br />
|guard=High/Air |inv=7~16F Feet<br />
|startup=22 |active=3 |recovery=22 |frameAdv=-11<br />
}}<section end="214K"/><br />
<br />
<section begin="214K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=- |gb-=-<br />
|tension=- |level=- |cancel=R <br />
}}<section end="214K Extra"/><br />
<br />
===214S Data===<br />
<section begin="214S"/>{{FrameData-GGACR<br />
|damage=20,24,16<br />
|guard=Low,Mid*2 |inv=27~42F All<br />
|startup=17 |active=8(8)2(3)4 |recovery=55 |frameAdv=-45<br />
}}<section end="214S"/><br />
<br />
<section begin="214S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+= |gb-=<br />
|tension= |level= |cancel=R <br />
}}<section end="214S Extra"/><br />
<br />
===623P Data===<br />
<section begin="623P"/>{{FrameData-GGACR<br />
|damage=70<br />
|guard=Throw |inv=<br />
|startup=4 |active=1 |recovery=32 |frameAdv=-<br />
}}<section end="623P"/><br />
<br />
<section begin="623P Extra"/>{{FrameDataExtra-GGACR<br />
|gb+= |gb-=<br />
|tension= |level= |cancel=<br />
}}<section end="623P Extra"/><br />
<br />
===222H Data===<br />
<section begin="222H"/>{{FrameData-GGACR<br />
|damage=30 <br />
|guard= |inv=<br />
|startup=14 |active=1 |recovery=53 |frameAdv=<br />
}}<section end="222H"/><br />
<br />
<section begin="222H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+= |gb-=-<br />
|tension=- |level=- |cancel=- <br />
}}<section end="222H Extra"/><br />
<br />
==Force Breaks==<br />
===236D 4D Data===<br />
<section begin="236D 4D"/>{{FrameData-GGACR<br />
|damage=24x3 <br />
|guard=Mid |inv=<br />
|startup=6 |active=34 |recovery=4 |frameAdv=+8<br />
}}<section end="236D 4D"/><br />
<br />
<section begin="236D 4D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=0 |gb-=6x3<br />
|tension=- |level=5 |cancel= <br />
}}<section end="236D 4D Extra"/><br />
<br />
===236D 4D 46D Data===<br />
<section begin="236D 4D 46D"/>{{FrameData-GGACR<br />
|damage=130 <br />
|guard=All |inv=<br />
|startup=7+13 |active=15 |recovery=35 |frameAdv=-31<br />
}}<section end="236D 4D 46D"/><br />
<br />
<section begin="236D 4D 46D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=20 |gb-=6<br />
|tension= |level=5 |cancel=R <br />
}}<section end="236D 4D 46D Extra"/><br />
<br />
===222D Data===<br />
<section begin="222D"/>{{FrameData-GGACR<br />
|damage=40 <br />
|guard=Mid |inv=<br />
|startup=14 |active=1 |recovery=35 |frameAdv=-22<br />
}}<section end="222D"/><br />
<br />
<section begin="222D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+= |gb-=-<br />
|tension=- |level=- |cancel=- <br />
}}<section end="222D Extra"/><br />
<br />
===j.214D Data===<br />
<section begin="j.214D"/>{{FrameData-GGACR<br />
|damage=18x2 <br />
|guard=Mid |inv=<br />
|startup=45 |active=161 |recovery=Total: 22F |frameAdv=<br />
}}<section end="j.214D"/><br />
<br />
<section begin="j.214D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=0 |gb-=7x2<br />
|tension=- |level=3 |cancel= <br />
}}<section end="j.214D Extra"/><br />
<br />
==Overdrives==<br />
===632146H Data===<br />
<section begin="632146H"/>{{FrameData-GGACR<br />
|damage=60,12*2,40<br />
|guard=All |inv=1~10F Strike<br />
|startup=7+0 |active=8(5)29 |recovery=47T |frameAdv=-8<br />
}}<section end="632146H"/><br />
<br />
<section begin="632146H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=- |gb-=-<br />
|tension= |level=3 |cancel=R<br />
}}<section end="632146H Extra"/><br />
<br />
===j.632146H Data===<br />
<section begin="j.632146H"/>{{FrameData-GGACR<br />
|damage=60,12*2,40<br />
|guard=All |inv=1~6F Strike<br />
|startup=4+1 |active=8(5)30 |recovery=1 |frameAdv=<br />
}}<section end="j.632146H"/><br />
<br />
<section begin="j.632146H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+= |gb-=<br />
|tension= |level= |cancel=R<br />
}}<section end="j.632146H Extra"/><br />
<br />
===632146P Data===<br />
<section begin="632146P"/>{{FrameData-GGACR<br />
|damage=27x5 <br />
|guard=All |inv=<br />
|startup=5+4 |active= |recovery=Total: 37F |frameAdv=+13<br />
}}<section end="632146P"/><br />
<br />
<section begin="632146P Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=3x5 |gb-=6x5<br />
|tension= |level=5 |cancel=F <br />
}}<section end="632146P Extra"/><br />
<br />
===j.632146P Data===<br />
<section begin="j.632146P"/>{{FrameData-GGACR<br />
|damage=27x5 <br />
|guard=All |inv=<br />
|startup=5+0 |active= |recovery=Total: 32F |frameAdv=<br />
}}<section end="j.632146P"/><br />
<br />
<section begin="j.632146P Extra"/>{{FrameDataExtra-GGACR<br />
|gb+= |gb-=<br />
|tension= |level= |cancel=F <br />
}}<section end="j.632146P Extra"/><br />
<br />
==Instant Kill==<br />
===IK Data===<br />
<section begin="IK"/>{{FrameData-GGACR<br />
|damage=Fatal <br />
|guard=All |inv=<br />
|startup=9+8 |active=3 |recovery=45 |frameAdv=-29<br />
}}<section end="IK"/><br />
<br />
<section begin="IK Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=20 |gb-=<br />
|tension= |level= |cancel= <br />
}}<section end="IK Extra"/><br />
<br />
==Category==<br />
{{Navbar-GGACR}}</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGML/Axl&diff=233037GGML/Axl2021-09-30T09:27:27Z<p>Johhny: /* Ninjortsu: Jorts Assassination Technique */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview=Axl is a British goofball who has easily the worst tools in the game. If you're planning to play GGML for any reason, you should never select Axl. His hitboxes are terrible, his combo options are stiff and clunky, his damage is poor, he has nothing to abuse, and he is remarkably incomplete. Even if you banned CC infinites, super spam and/or Justice, Axl is still a nonfunctional character who should be avoided. If you are looking to play a character with large normals and tools, consider playing {{Character Label|GGML|Dr Baldhead|label=Dr Baldhead}}, {{Character Label|GGML|Kliff Undersn|label=Kliff}}, or {{Character Label|GGML|Justice|label=Justice}} instead. If you're simply looking for a zoner, pick {{Character Label|GGML|Millia Rage|label=Millia}}. Otherwise, pick anyone else. What you're seeing here may as well be a joke character.<br />
<br />
It's rare that the Dustloop Wiki will say this about a character in their overview, but that's just it. ''Axl is that bad.'' Don't even bother.<br />
|summary= is an incomplete character with "far-range" normals among some gimmicks like Raiei, a parry, and an interesting tick throw setup.<br />
|pros=<br />
* '''Jorts'''<br />
|cons=<br />
* '''Can't Charge''': Being unable to Charge means that Axl misses out on Charge Cancels, which are what allow most characters in GGML to perform infinite combos.<br />
* '''Broken Supers''': Neither of Axl's supers actually combo with themselves; opponents simply fall out of them and can block and punish the rest.<br />
* '''Finnicky Buttons''': Axl's normals are somewhat cumbersome and can be difficult to chain into each other for even modest combos. To compound this problem, they aren't particularly great on defense either due to awkward speed and range issues.<br />
* '''Air Buttons''': Axl's air buttons are lacking. j.P, j.K, and j.S all cover similar angles, but all have poor range. j.H is almost a great button, but has an enormous dead zone between him and the Kusarigama's head.<br />
* '''Mix-Less''': Although not terribly uncommon, Axl's dust is not an overhead. Pair that with his air normals being poor for mixups, and you get a character who has a really hard time enforcing high/low mix.<br />
* '''Honest in a Dishonest Game''': Missing Link is a grimy game, and that's no secret. If a character isn't explicitly disgusting in some way they are going to get eaten because most of the cast are monsters.<br />
* '''Sprites Try To Look Tough''': but it's still Axl, even in GG1.<br />
}}<br />
<br />
==Normals==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGML_Move_Card<br />
|input=5P<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGML_Move_Card<br />
|input=5K<br />
|description=A gap closing button for a zoning character.<br />
<br />
*Axl lunges forwards during the kick<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGML_Move_Card<br />
|input=c.S<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGML_Move_Card<br />
|input=f.S<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGML_Move_Card<br />
|input=5H<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGML_Move_Card<br />
|input=6P<br />
}}<br />
<br />
===<big>{{clr|4|4H}} or {{clr|4|6H}}</big>===<br />
{{GGML_Move_Card<br />
|input=4H or 6H<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGML_Move_Card<br />
|input=2P<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGML_Move_Card<br />
|input=2K<br />
|description=Axl's air unblockable anti-air. Why they chose this to the the one is beyond me.<br />
<br />
*Air Unblockable<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGML_Move_Card<br />
|input=2S<br />
|description=<br />
* You tell me what this animation is supposed to be<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGML_Move_Card<br />
|input=2H<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGML_Move_Card<br />
|input=j.P<br />
|description=[[File:GGML_Axl_Range.png|150px|thumb|Exhibit A: This isn't close enough to hit.]]<br />
This button is so small that you can be close enough for your fist to overlap their body and it still won't hit them. What purpose does this button serve then j.K and j.S exist?<br />
<br />
<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGML_Move_Card<br />
|input=j.K<br />
|description=This wouldn't be too bad if it weren't for the range. Sadly, the hitbox is almost identical to the size of Axl's body, which makes it easy to anti-air.<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGML_Move_Card<br />
|input=j.S<br />
|description=Like j.K, the hitbox for this move is almost pixel-perfect to the sprite. This means if you want to use it as a jump-in, you need to be close enough to the opponent to tell what brand of toothpaste they use.<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGML_Move_Card<br />
|input=j.H<br />
|description=This move is almost good. It has a very tall hitbox, it's fast, and it's really active. The problem is that the entire space between Axl and the head of the kusarigama is a dead zone, effectively making the move into a thin vertical line roughly round-start distance away from him.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>{{clr|5|Dust Attack}}</big>===<br />
{{GGML_Move_Card<br />
|input=S+H<br />
|description=<br />
*Whiffs on some crouchers<br />
*Also not an overhead<br />
}}<br />
<br />
===<big>Throw</big>===<br />
{{GGML_Move_Card<br />
|input=6H or 4H<br />
|description=Standard Guilty Gear throw.<br />
<br />
*Side Switches on hit<br />
}}<br />
<br />
===<big>Dash Attack</big>===<br />
{{GGML_Move_Card<br />
|input=6[6]<br />
}}<br />
<br />
===<big>Instant Kill</big>===<br />
{{GGML_Move_Card<br />
|input=P+K > 236K<br />
|description=Kills the opponent instantly<br />
}}<br />
<br />
==Specials==<br />
===<big>Rensen Geki</big>===<br />
{{GGML_Move_Card<br />
|input=[4]6S<br />
}}<br />
<br />
===<big>Kyokusa Geki</big>===<br />
<span class="input-badge">'''Rensen Geki -> {{clr|4|8H}}'''</span><br />
{{GGML_Move_Card<br />
|input=[4]6S 8<br />
}}<br />
<br />
===<big>Benten Gari</big>===<br />
{{GGML_Move_Card<br />
|input=623S<br />
}}<br />
<br />
===<big>Tenhou Seki</big>===<br />
{{GGML_Move_Card<br />
|input=214P<br />
}}<br />
<br />
===<big>Raiei Sageki</big>===<br />
{{GGML_Move_Card<br />
|input=41236K<br />
}}<br />
<br />
===<big>Dototsu</big>===<br />
{{GGML_Move_Card<br />
|input=214K<br />
}}<br />
<br />
==Supers==<br />
===<big>Yousou Renzan</big>===<br />
{{GGML_Move_Card<br />
|input=632146K<br />
|description=For some reason, this move isn't listed in Axl's move list in game in either the original release or the 2019 re-releases. It also isn't mentioned in supplementary material. The name is only listed in the EX command list in +R. Just Missing Link things I guess.<br />
}}<br />
<br />
===<big>Byakue Renshou</big>===<br />
{{GGML_Move_Card<br />
|input=23632H<br />
}}<br />
<br />
==Colors==<br />
{{GGMLColors|Character=Axl Low|Size=240}}<br />
<br />
==Navigation==<br />
{{Navbar-GGML}}</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGACR/Ky_Kiske/Data&diff=233036GGACR/Ky Kiske/Data2021-09-30T09:11:42Z<p>Johhny: /* Links */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav |charMainPage=GGACR/Ky Kiske<br />
|image=GGACR_Ky_Kiske_Icon.png<br />
|videos=<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/21-ky-kiske/<br />
|okizeme=yes<br />
|discord=<br />
}}<section end="Nav"/><br />
<br />
==Links==<br />
<section begin=Links/><br />
{{CharLinks-GGACR<br />
|charMainPage=GGACR/Ky Kiske<br />
|videos=https://acpr.keeponrock.in/#/?p1chars=ky&versions=AC%2BR<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/21-ky-kiske/|forums<br />
|matchups=yes<br />
|ex=yes<br />
|discord=<br />
}}<br />
<section end=Links/><br />
<br />
==System Data==<br />
<section begin=system data/><br />
<tr><td class="CharaInfoLabel">'''Defense:'''</td><td>x1.03</td></tr><br />
<tr><td class="CharaInfoLabel">'''Guts:'''</td><td>2</td></tr><br />
<tr><td class="CharaInfoLabel">'''Weight:'''</td><td>Middleweight (x1.0)</td></tr><br />
<tr><td class="CharaInfoLabel">'''Stun Resistance:'''</td><td>60</td></tr><br />
<tr><td class="CharaInfoLabel">'''Prejump:'''</td><td>3F</td></tr><br />
<tr><td class="CharaInfoLabel">'''Backdash:'''</td><td>16F (1~>9F invuln)</td></tr><br />
<tr><td class="CharaInfoLabel">'''Wakeup Time:'''</td><td>46F (Face Up) / 49F (Face Down)</td></tr><br />
<tr><td class="CharaInfoLabel">'''Unique Movements:'''</td><td></td></tr><br />
<section end=system data/><br />
<br />
==Normals==<br />
===5P Data===<br />
<section begin="5P"/>{{FrameData-GGACR<br />
|damage=8 <br />
|guard=Mid |inv=<br />
|startup=5 |active=4 |recovery=6 |frameAdv=0<br />
}}<section end="SystemData"/><section end="5P"/><br />
<br />
<section begin="5P Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=3 |gb-=8<br />
|tension=1.44 |level=1 |cancel=CSJR <br />
}}<section end="5P Extra"/><br />
<br />
===5K Data===<br />
<section begin="5K"/>{{FrameData-GGACR<br />
|damage=12 <br />
|guard=Low |inv=<br />
|startup=5 |active=8 |recovery=7 |frameAdv=-5<br />
}}<section end="5K"/><br />
<br />
<section begin="5K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=3 |gb-=8<br />
|tension=1.44 |level=1 |cancel=SJR <br />
}}<section end="5K Extra"/><br />
<br />
===c.S Data===<br />
<section begin="c.S"/>{{FrameData-GGACR<br />
|damage=28 <br />
|guard=Mid |inv=<br />
|startup=7 |active=2 |recovery=18 |frameAdv=-3<br />
}}<section end="c.S"/><br />
<br />
<section begin="c.S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=14 |gb-=6<br />
|tension=3.84 |level=4 |cancel=SJR <br />
}}<section end="c.S Extra"/><br />
<br />
===f.S Data===<br />
<section begin="f.S"/>{{FrameData-GGACR<br />
|damage=28 <br />
|guard=Mid |inv=<br />
|startup=10 |active=6 |recovery=19 |frameAdv=-11<br />
}}<section end="f.S"/><br />
<br />
<section begin="f.S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10 |gb-=7<br />
|tension=2.64 |level=3 |cancel=SR <br />
}}<section end="f.S Extra"/><br />
<br />
===5H Data===<br />
<section begin="5H"/>{{FrameData-GGACR<br />
|damage=42 <br />
|guard=Mid |inv=<br />
|startup=10 |active=6 |recovery=12 |frameAdv=+1<br />
}}<section end="5H"/><br />
<br />
<section begin="5H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=20 |gb-=6<br />
|tension=3.84 |level=5 |cancel=SR <br />
}}<section end="5H Extra"/><br />
<br />
===6P Data===<br />
<section begin="6P"/>{{FrameData-GGACR<br />
|damage=30 <br />
|guard=Mid |inv=1~6F Upper Body<br/>7~13F Above Knees<br />
|startup=9 |active=5 |recovery=15 |frameAdv=-6<br />
}}<section end="6P"/><br />
<br />
<section begin="6P Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10 |gb-=7<br />
|tension=2.64 |level=3 |cancel=SR <br />
}}<section end="6P Extra"/><br />
<br />
===6K Data===<br />
<section begin="6K"/>{{FrameData-GGACR<br />
|damage=36 <br />
|guard=Mid |inv=<br />
|startup=17 |active=2 |recovery=11 |frameAdv=+4<br />
}}<section end="6K"/><br />
<br />
<section begin="6K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=14 |gb-=6<br />
|tension=3.84 |level=4 |cancel=SR <br />
}}<section end="6K Extra"/><br />
<br />
===6H Data===<br />
<section begin="6H"/>{{FrameData-GGACR<br />
|damage=43 <br />
|guard=Mid |inv=<br />
|startup=20 |active=4 |recovery=17 |frameAdv=+2<br />
}}<section end="6H"/><br />
<br />
<section begin="6H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=20 |gb-=13<br />
|tension=3.84 |level=5 |cancel=SJR <br />
}}<section end="6H Extra"/><br />
<br />
===3H Data===<br />
<section begin="3H"/>{{FrameData-GGACR<br />
|damage=36x2 <br />
|guard=Mid |inv=<br />
|startup=23 |active=8, 1 |recovery=3 |frameAdv=+15<br />
}}<section end="3H"/><br />
<br />
<section begin="3H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10x2 |gb-=<br />
|tension= |level=5 |cancel=SJR <br />
}}<section end="3H Extra"/><br />
<br />
===5D Data===<br />
<section begin="5D"/>{{FrameData-GGACR<br />
|damage=15 <br />
|guard=High |inv=<br />
|startup=25 |active=4 |recovery=22 |frameAdv=-12<br />
}}<section end="5D"/><br />
<br />
<section begin="5D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=8 |gb-=20<br />
|tension=2.64 |level=3 |cancel=R <br />
}}<section end="5D Extra"/><br />
<br />
===2P Data===<br />
<section begin="2P"/>{{FrameData-GGACR<br />
|damage=8 <br />
|guard=Mid |inv=<br />
|startup=4 |active=4 |recovery=5 |frameAdv=+1<br />
}}<section end="2P"/><br />
<br />
<section begin="2P Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=3 |gb-=8<br />
|tension=1.44 |level=1 |cancel=CSR <br />
}}<section end="2P Extra"/><br />
<br />
===2K Data===<br />
<section begin="2K"/>{{FrameData-GGACR<br />
|damage=14 <br />
|guard=Low |inv=<br />
|startup=5 |active=4 |recovery=6 |frameAdv=0<br />
}}<section end="2K"/><br />
<br />
<section begin="2K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=3 |gb-=8<br />
|tension=1.44 |level=1 |cancel=SR <br />
}}<section end="2K Extra"/><br />
<br />
===2S Data===<br />
<section begin="2S"/>{{FrameData-GGACR<br />
|damage=25 <br />
|guard=Low |inv=<br />
|startup=9 |active=2 |recovery=13 |frameAdv=-1<br />
}}<section end="2S"/><br />
<br />
<section begin="2S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=8 |gb-=7<br />
|tension=2.64 |level=3 |cancel=SR <br />
}}<section end="2S Extra"/><br />
<br />
===2H Data===<br />
<section begin="2H"/>{{FrameData-GGACR<br />
|damage=40 <br />
|guard=Mid |inv=<br />
|startup=12 |active=4 |recovery=20 |frameAdv=-7<br />
}}<section end="2H"/><br />
<br />
<section begin="2H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=14 |gb-=10<br />
|tension=3.84 |level=4 |cancel=SJR <br />
}}<section end="2H Extra"/><br />
<br />
===2D Data===<br />
<section begin="2D"/>{{FrameData-GGACR<br />
|damage=30 <br />
|guard=Low |inv=<br />
|startup=7 |active=12 |recovery=12 |frameAdv=-10<br />
}}<section end="2D"/><br />
<br />
<section begin="2D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=8 |gb-=7<br />
|tension=2.64 |level=3 |cancel=SJR <br />
}}<section end="2D Extra"/><br />
<br />
===j.P Data===<br />
<section begin="j.P"/>{{FrameData-GGACR<br />
|damage=12 <br />
|guard=High/Air |inv=<br />
|startup=6 |active=6 |recovery=6 |frameAdv=<br />
}}<section end="j.P"/><br />
<br />
<section begin="j.P Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=3 |gb-=8<br />
|tension=1.44 |level=1 |cancel=CSJR <br />
}}<section end="j.P Extra"/><br />
<br />
===j.K Data===<br />
<section begin="j.K"/>{{FrameData-GGACR<br />
|damage=16 <br />
|guard=High/Air |inv=<br />
|startup=7 |active=8 |recovery=8 |frameAdv=<br />
}}<section end="j.K"/><br />
<br />
<section begin="j.K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=3 |gb-=9<br />
|tension=1.44 |level=1 |cancel=SR <br />
}}<section end="j.K Extra"/><br />
<br />
===j.S Data===<br />
<section begin="j.S"/>{{FrameData-GGACR<br />
|damage=28 <br />
|guard=High/Air |inv=<br />
|startup=7 |active=3 |recovery=21 |frameAdv=<br />
}}<section end="j.S"/><br />
<br />
<section begin="j.S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=8 |gb-=8<br />
|tension=2.64 |level=3 |cancel=SJR <br />
}}<section end="j.S Extra"/><br />
<br />
===j.H Data===<br />
<section begin="j.H"/>{{FrameData-GGACR<br />
|damage=38 <br />
|guard=High/Air |inv=<br />
|startup=13 |active=4 |recovery=23 |frameAdv=<br />
}}<section end="j.H"/><br />
<br />
<section begin="j.H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=8 |gb-=7<br />
|tension=2.64 |level=3 |cancel=SR <br />
}}<section end="j.H Extra"/><br />
<br />
===j.D Data===<br />
<section begin="j.D"/>{{FrameData-GGACR<br />
|damage=40 <br />
|guard=all |inv=<br />
|startup=38 |active=13 |recovery=Total 20+11L |frameAdv=<br />
}}<section end="j.D"/><br />
<br />
<section begin="j.D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=0 |gb-=11<br />
|tension=2.64 |level=3 |cancel= <br />
}}<section end="j.D Extra"/><br />
<br />
==Universal Mechanics==<br />
===Ground Throw Data===<br />
<section begin="Ground Throw"/>{{FrameData-GGACR<br />
|damage=60 <br />
|guard=43 pixels |inv=<br />
|startup= |active= |recovery= |frameAdv=<br />
}}<section end="Ground Throw"/><br />
<br />
<section begin="Ground Throw Extra"/>{{FrameDataExtra-GGACR<br />
|gb+= |gb-=6, 7<br />
|tension=4.00 |level= |cancel=RF <br />
}}<section end="Ground Throw Extra"/><br />
===Air Throw Data===<br />
<section begin="Air Throw"/>{{FrameData-GGACR<br />
|damage=60 <br />
|guard=88 pixels |inv=<br />
|startup= |active= |recovery= |frameAdv=<br />
}}<section end="Air Throw"/><br />
<br />
<section begin="Air Throw Extra"/>{{FrameDataExtra-GGACR<br />
|gb+= |gb-=6, 7<br />
|tension=4.00 |level= |cancel= <br />
}}<section end="Air Throw Extra"/><br />
===DAA Data===<br />
<section begin="DAA"/>{{FrameData-GGACR<br />
|damage=25 <br />
|guard=Mid |inv=1~14F All<br/>15~32F Throw<br />
|startup=12 |active=3 |recovery=24 |frameAdv=-13<br />
}}<section end="DAA"/><br />
<br />
<section begin="DAA Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10 |gb-=7<br />
|tension=2.64 |level=3 |cancel=R <br />
}}<section end="DAA Extra"/><br />
<br />
==Specials==<br />
===236S Data===<br />
<section begin="236S"/>{{FrameData-GGACR<br />
|damage=40 <br />
|guard=All |inv=<br />
|startup=10 |active= |recovery=Total 41 |frameAdv=-5<br />
}}<section end="236S"/><br />
<br />
<section begin="236S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=0 |gb-=7<br />
|tension=2.75/4.80 |level=3 |cancel=F <br />
}}<section end="236S Extra"/><br />
<br />
===236H Data===<br />
<section begin="236H"/>{{FrameData-GGACR<br />
|damage=40 <br />
|guard=All |inv=<br />
|startup=13 |active= |recovery=Total 52 |frameAdv=-9<br />
}}<section end="236H"/><br />
<br />
<section begin="236H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=0 |gb-=6<br />
|tension=2.75/4.80 |level=4 |cancel=F <br />
}}<section end="236H Extra"/><br />
<br />
===236D Data===<br />
<section begin="236D"/>{{FrameData-GGACR<br />
|damage=20 x 3 <br />
|guard=All |inv=<br />
|startup=43 |active=49 |recovery=Total 68 |frameAdv=+18<br />
}}<section end="236D"/><br />
<br />
<section begin="236D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=0 |gb-=6 x 3<br />
|tension=2.50/2.40x3 |level=4 |cancel=F <br />
}}<section end="236D Extra"/><br />
<br />
===j.236S Data===<br />
<section begin="j.236S"/>{{FrameData-GGACR<br />
|damage=33 <br />
|guard=All |inv=<br />
|startup=15 |active= |recovery=Total 59+14L |frameAdv=<br />
}}<section end="j.236S"/><br />
<br />
<section begin="j.236S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=0 |gb-=7<br />
|tension=1.50/2.40 |level=3 |cancel=F <br />
}}<section end="j.236S Extra"/><br />
<br />
===j.236H Data===<br />
<section begin="j.236H"/>{{FrameData-GGACR<br />
|damage=33 <br />
|guard=All |inv=<br />
|startup=13 |active= |recovery=Total 56+14L |frameAdv=<br />
}}<section end="j.236H"/><br />
<br />
<section begin="j.236H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=0 |gb-=6<br />
|tension=1.50/2.40 |level=4 |cancel=F <br />
}}<section end="j.236H Extra"/><br />
<br />
===j.236D Data===<br />
<section begin="j.236D"/>{{FrameData-GGACR<br />
|damage=20 x 3 <br />
|guard=All |inv=<br />
|startup=31 |active= |recovery=Total 63+14L |frameAdv=<br />
}}<section end="j.236D"/><br />
<br />
<section begin="j.236D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=0 |gb-=6 x 3<br />
|tension=2.50/2.40x3 |level=5 |cancel=F <br />
}}<section end="j.236D Extra"/><br />
<br />
===623S Data===<br />
<section begin="623S"/>{{FrameData-GGACR<br />
|damage=32 <br />
|guard=Mid |inv=1~8F All<br />
|startup=9 |active=3 |recovery=32+13L |frameAdv=-34<br />
}}<section end="623S"/><br />
<br />
<section begin="623S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10 |gb-=7<br />
|tension=2.50/4.80 |level=3 |cancel=R <br />
}}<section end="623S Extra"/><br />
<br />
===623H Data===<br />
<section begin="623H"/>{{FrameData-GGACR<br />
|damage=36 <br />
|guard=Mid |inv=1~10F All<br/>11~15F Strike<br />
|startup=11 |active=4 |recovery=30+13L |frameAdv=-33<br />
}}<section end="623H"/><br />
<br />
<section begin="623H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10 |gb-=10<br />
|tension=2.50/4.80 |level=3 |cancel=R <br />
}}<section end="623H Extra"/><br />
<br />
===j.623S/H Data===<br />
<section begin="j.623S/H"/>{{FrameData-GGACR<br />
|damage=32 <br />
|guard=All |inv=1~10F Strike<br />
|startup=11 |active=3 |recovery=Until L+13 |frameAdv=<br />
}}<section end="j.623S/H"/><br />
<br />
<section begin="j.623S/H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10 |gb-=7<br />
|tension=2.00/4.80 |level=3 |cancel=R <br />
}}<section end="j.623S/H Extra"/><br />
<br />
===623H S Data===<br />
<section begin="623H S"/>{{FrameData-GGACR<br />
|damage=16 <br />
|guard=All |inv=<br />
|startup=11 |active=3 |recovery=Until L+6 |frameAdv=<br />
}}<section end="623H S"/><br />
<br />
<section begin="623H S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=20 |gb-=12<br />
|tension=1.00/2.40 |level=5 |cancel=R <br />
}}<section end="623H S Extra"/><br />
<br />
===623H H Data===<br />
<section begin="623H H"/>{{FrameData-GGACR<br />
|damage=16 <br />
|guard=All |inv=<br />
|startup=11 |active=3 |recovery=Until L+12 |frameAdv=<br />
}}<section end="623H H"/><br />
<br />
<section begin="623H H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=20 |gb-=12<br />
|tension=1.00/2.40 |level=5 |cancel=R <br />
}}<section end="623H H Extra"/><br />
<br />
===236K Data===<br />
<section begin="236K"/>{{FrameData-GGACR<br />
|damage=12, 32 <br />
|guard=L , HLF |inv=5~21F Low Profile<br />
|startup=8 |active=14(7)3 |recovery=26 |frameAdv=-15<br />
}}<section end="236K"/><br />
<br />
<section begin="236K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=11, 10 |gb-=6, 7<br />
|tension=2.00/4.80, 7.20 |level=4, 3 |cancel=RF <br />
}}<section end="236K Extra"/><br />
<br />
===214K Data===<br />
<section begin="214K"/>{{FrameData-GGACR<br />
|damage=30 <br />
|guard=High/Air |inv=4~37F Feet<br />
|startup=18 |active=15 |recovery=5 + 11L |frameAdv=-14<br />
}}<section end="214K"/><br />
<br />
<section begin="214K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=11 |gb-=18<br />
|tension=2.00/6.00 |level=4 |cancel=R <br />
}}<section end="214K Extra"/><br />
<br />
===222H Data===<br />
<section begin="222H"/>{{FrameData-GGACR<br />
|damage=30 <br />
|guard= |inv=<br />
|startup=14 |active=1 |recovery=53 |frameAdv=<br />
}}<section end="222H"/><br />
<br />
<section begin="222H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+= |gb-=25<br />
|tension=2.00/-- |level=3 |cancel=F <br />
}}<section end="222H Extra"/><br />
<br />
==Force Breaks==<br />
===236D 4D Data===<br />
<section begin="236D 4D"/>{{FrameData-GGACR<br />
|damage=24x3 <br />
|guard=Mid |inv=<br />
|startup=6 |active=34 |recovery=4 |frameAdv=+8<br />
}}<section end="236D 4D"/><br />
<br />
<section begin="236D 4D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=0 |gb-=6x3<br />
|tension=- |level=5 |cancel= <br />
}}<section end="236D 4D Extra"/><br />
<br />
===236D 4D 46D Data===<br />
<section begin="236D 4D 46D"/>{{FrameData-GGACR<br />
|damage=130 <br />
|guard=All |inv=<br />
|startup=7+13 |active=15 |recovery=35 |frameAdv=-31<br />
}}<section end="236D 4D 46D"/><br />
<br />
<section begin="236D 4D 46D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=20 |gb-=6<br />
|tension= |level=5 |cancel=R <br />
}}<section end="236D 4D 46D Extra"/><br />
<br />
===214D Data===<br />
<section begin="214D"/>{{FrameData-GGACR<br />
|damage=70 <br />
|guard=High/Air |inv=1~4F All<br />
|startup=22 |active=4 |recovery=17 |frameAdv=-4<br />
}}<section end="214D"/><br />
<br />
<section begin="214D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=11 |gb-=6<br />
|tension= |level=4 |cancel=R <br />
}}<section end="214D Extra"/><br />
<br />
===j.214D Data===<br />
<section begin="j.214D"/>{{FrameData-GGACR<br />
|damage=18x2 <br />
|guard=Mid |inv=<br />
|startup=45 |active=161 |recovery=Total: 22F |frameAdv=<br />
}}<section end="j.214D"/><br />
<br />
<section begin="j.214D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=0 |gb-=7x2<br />
|tension=- |level=3 |cancel= <br />
}}<section end="j.214D Extra"/><br />
<br />
==Overdrives==<br />
===632146H Data===<br />
<section begin="632146H"/>{{FrameData-GGACR<br />
|damage=36x5 <br />
|guard=Mid |inv=1~14F All<br/>15~19F Throw<br />
|startup=10+1 |active=42 |recovery=20 |frameAdv=-24<br />
}}<section end="632146H"/><br />
<br />
<section begin="632146H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10x5 |gb-=7x5<br />
|tension= |level=3 |cancel=RF <br />
}}<section end="632146H Extra"/><br />
<br />
===j.632146H Data===<br />
<section begin="j.632146H"/>{{FrameData-GGACR<br />
|damage=36x5 <br />
|guard=All |inv=1~14F All<br/>15~19F Throw<br />
|startup=7+1 |active=42 |recovery=Until L+3 |frameAdv=<br />
}}<section end="j.632146H"/><br />
<br />
<section begin="j.632146H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10x5 |gb-=7x5<br />
|tension= |level=3 |cancel=RF <br />
}}<section end="j.632146H Extra"/><br />
<br />
===236236P Data===<br />
<section begin="236236P"/>{{FrameData-GGACR<br />
|damage=27x5 <br />
|guard=All |inv=<br />
|startup=5+3 |active= |recovery=Total: 36F |frameAdv=+13<br />
}}<section end="236236P"/><br />
<br />
<section begin="236236P Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=3x5 |gb-=6x5<br />
|tension= |level=5 |cancel=F <br />
}}<section end="236236P Extra"/><br />
<br />
==Instant Kill==<br />
===IK Data===<br />
<section begin="IK"/>{{FrameData-GGACR<br />
|damage=Fatal <br />
|guard=All |inv=<br />
|startup=9+8 |active=3 |recovery=45 |frameAdv=-29<br />
}}<section end="IK"/><br />
<br />
<section begin="IK Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=20 |gb-=<br />
|tension= |level= |cancel= <br />
}}<section end="IK Extra"/><br />
<br />
==Category==<br />
{{Navbar-GGACR}}</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGACR/Axl_Low/Combos&diff=230378GGACR/Axl Low/Combos2021-09-08T07:12:54Z<p>Johhny: /* Metered Combos */</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|game=GGACR|width=85%|additional=}}<br />
<br style="clear:both;"><br />
=== Template ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|1|Very Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|2|Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|3|Medium}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|4|Hard}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|5|Very Hard}} ||<br />
|}<br />
<br />
==Combo List==<br />
=== Meterless Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|3|[4]6S}} || Anywhere || Net Gain || Everyone || {{clr|1| Very Easy}} || Basic confirm into Rensen ender. The backwards direction should be held before 5K is input. [https://www.youtube.com/watch?v=hhiPANy1jx0 Link] <br />
|-<br />
| {{clr|2|5K}} > {{clr|1|3P}} > {{clr|4|2H}} > {{clr|5|2D}} > {{clr|3|[4]6S}} || Anywhere || Net Gain || Everyone || {{clr|1| Very Easy}} || More extensive version of Axl's standard Rensen combo. The charge should be input after the {{clr|1|3P}}, and {{clr|4|2H}} should be input as 1H. [https://www.youtube.com/watch?v=A3C7EQR_Whs Link]<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|[4]6S}} || Anywhere || Net Gain || Everyone || {{clr|1| Very Easy}} || [https://www.youtube.com/watch?v=4G9lLCIJinU Link]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|f.S}} > {{clr|3|[4]6S}} || Anywhere || Net Gain || Everyone || {{clr|2| Easy}} || Combo off of {{clr|1|2P}} poke. {{clr|1|2P}} should be input as {{clr|1|1P}}, and then the stick should be moved to 4 to get {{clr|3|f.S}} and not {{clr|3|2S}} before unleashing Rensen. Will not work from farther ranges. [https://www.youtube.com/watch?v=4l97QP0Fybk link]<br />
|-<br />
| (AA){{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > sjc > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|3|j.63214S}} || Anywhere || Net Gain || Everyone || {{clr|1|Very Easy}} || Good damage air combo off of anti-air {{clr|1|5P}}. [https://www.youtube.com/watch?v=FtanEAUgxuQ Link]<br />
|-<br />
| (Throw or {{clr|1|214P}}/{{clr|2|K}}) > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > sjc > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|3|j.63214S}} || Midscreen || Net Gain || Everyone || {{clr|2|Easy}} || The link from Throw to {{clr|1|5P}} can be a bit tricky to get down. [https://www.youtube.com/watch?v=2VdsCcQAQLE Link]<br />
|-<br />
| (Throw) > {{clr|3|2S}} > jc > {{clr|5|j.D}} > {{clr|4|j.623H}} ▷ {{clr|3|2S}} > jc > {{clr|5|j.D}} > {{clr|4|j.623H}} ▷ {{clr|3|[4]6S}} -> 2/3  || Corner || Net Gain || Everyone || {{clr|2|Easy}} || Can be a bit tricky to get all the hits from Rensen's 2 follow-up. [https://www.youtube.com/watch?v=T2QhwzgqMK0 Link]<br />
|}<br />
<br />
=== Metered Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| (Ground Gatlings) > {{clr|5|2D}} > {{clr|3|[4]6S}} > FRC > 66 > {{clr|3|c.S}} > {{clr|3|2S}} > jc > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|3|j.63214S}} || Anywhere || -25 || Anyone || {{clr|2|Easy}} || Easy once you get the Rensen FRC timing down. [https://www.youtube.com/watch?v=We6izf5pytM Link]<br />
|-<br />
| (Ground Gatlings) > {{clr|5|2D}} > {{clr|3|[4]6S}} > FRC > 66 > {{clr|3|c.S}} > {{clr|3|2S}} > jc > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|5|j.623D}} > j.66 > {{clr|5|j.D}} > {{clr|4|j.623H}} â–· {{clr|4|623H}} > {{clr|4|623H}} || Near Corner || -50 || non-Lightweights || {{clr|3|Medium}} || Opponent can slip out if scaling is too high. [https://www.youtube.com/watch?v=z-R4ftPTlgI Link]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|2S}} > jc > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|5|j.623D}} > j.66 > {{clr|5|j.D}} > {{clr|4|j.623H}} â–· {{clr|3|2S}} > jc > {{clr|5|j.D}} > {{clr|4|j.623H}} â–· {{clr|3|[4]6S}} -> 2/3 || Near Corner || -25 || non-Lightweights || {{clr|3|Medium}} || High damage combo off of anti-air {{clr|2|6K}}. [https://www.youtube.com/watch?v=OAUKrMe0kJI link]<br />
|-<br />
| {{clr|1|5P}} > {{clr|2|6K}} > jc > {{clr|1|j.6P}} > {{clr|5|j.623D}} > j.66 > {{clr|5|j.D}} > {{clr|4|j.623H}} â–· 2S > jc > {{clr|5|j.D}} > {{clr|4|j.623H}} â–· {{clr|3|[4]6S}} -> 2/3 || Near Corner || -25 || non-Lightweights || {{clr|3|Medium}} || Anti-air {{clr|1|5P}}. [https://www.youtube.com/watch?v=BIvMVQyCbTo link]<br />
|-<br />
| (Ground Gatlings) > {{clr|5|2D}} > {{clr|3|[4]6S}} > FRC > 66 > {{clr|4|5H}} > {{clr|4|6H}} > {{clr|2|5K}} > {{clr|3|2S}} > sjc > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|3|j.63214S}} || Midscreen || -25 || who || {{clr|5|Very Hard}} ||[https://www.youtube.com/watch?v=vRI5K5GK1V0 link]<br />
|-<br />
| (Ground Gatlings) > {{clr|4|2H}} > FRC, {{clr|3|63214S}} > {{clr|3|c.S}} > {{clr|3|2S}} > jc, > {{clr|5|j.D}} > {{clr|4|j.623H}}, {{clr|3|2S}} > jc, {{clr|5|j.D}} > {{clr|4|j.623H}}, {{clr|3|[4]6S}} > 2 || Corner || -25 || All || {{clr|3|Medium}} || Combo will need to be adjusted according to character weight.<br />
|-<br />
| (Ground Gatlings) > {{clr|5|2D}} > {{clr|3|[4]6S}} > FRC > 66 > {{clr|4|5H}} > {{clr|4|6H}} > {{clr|2|5K}} > {{clr|3|2S}} > sjc > {{clr|5|j.D}} > {{clr|4|j.623H}} â–· {{clr|3|[4]6S}} -> 2/3 || Corner || -25 || who || {{clr|5|Very Hard}} || [https://www.youtube.com/watch?v=EyMgQ_VR20s link]<br />
|}<br />
<br />
=== Counter-hit Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|4|6H}}, {{clr|2|5K}} > {{clr|1|5P}}(1) > {{clr|3|2S}} > sjc > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|3| j.63214S}} || Anywhere || Net Gain || who || {{clr|2|Easy}} ||<br />
|}<br />
<br />
=== {{clr|5|5D}} Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| {{clr|5|5D}} > {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|3|j.S(1)}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|3|j.63214S}} || Anywhere || Net Gain || Everyone || {{clr|2|Easy}} ||<br />
|-<br />
| {{clr|5|5D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|5|j.D}} > {{clr|4|j.623H}} â–· {{clr|3|2S(2)}} > {{clr|5|j.D}} > {{clr|4|j.623H}} â–· {{clr|3|[4]6S}} -> 2/3 || Near Corner/Corner || Net Gain || Everyone (needs testing) || {{clr|3|Medium}} ||<br />
|-<br />
| {{clr|5|5D}} > {{clr|5|j.D}} > jc > {{clr|5|j.D}}, {{clr|5|j.D}} > {{clr|2|6K(2)}} â–· {{clr|3|2S(2)}} > {{clr|5|j.D}} > {{clr|4|j.623H}} â–· {{clr|3|[4]6S}} -> 2/3 || Near Corner/Corner || Net Gain || Everyone || {{clr|4|Hard}} || Impossible Dust combo.<br />
|}<br />
<br />
==Combo Theory==<br />
<br />
Axl is a character whose overall combos are composed of a multitude of small parts glued together. That is true for a lot of characters in Guilty Gear, but especially so for Axl, since he sports far more range than the average character and thus has to have the ability to alter his confirms on the fly to adjust for starter, spacing, opponent’s weight and hurtbox, combo length and available meter. <br />
<br />
His character archetype also rewards the player for having the ability to follow through with these random confirms, since his very committal neutral options otherwise skew the risk/reward against him if the player is not able to capitalize fully on stray hits, making some matchups a lot less favorable overall. Characters like Chipp can make neutral a nightmare for Axl, and without the ability to two or three-touch them, he would have a much harder time.<br />
<br />
Given this, it’s important to keep in mind that you can and should look to make every hit count as much as possible.<br />
<br />
===Combo Structure===<br />
<br />
Given the above, it's important to be able to identify how you can arrive at these big damage extensions. The most straightforward way to start learning this is split up your combo routes into different chunks, which will follow more or less this structure:<br />
<br />
Ground-to-ground > Launcher > Ground-to-air > jump cancel > Air Extension<br />
<br />
The important part is that you can actually slot into this sequence at any point in the middle, and the overall structure will still follow.<br />
<br />
* '''Ground-to-ground''': These will be your grounded confirms. Generally you will look for these to end in Rensen, which gets you a knockdown, but can be FRC'd and turned into a launcher.<br />
* '''Launcher''': Rensen FRC will be your main bread-and-butter move to slot into this part, but there are also throws, and some other moves that can do this in slightly more niche situations.<br />
* '''Ground-to-air''': This includes a couple of moves: Anti-airs starting from your main big normals like {{clr|1|5P}}, {{clr|3|2S}} and {{clr|2|6K}}, and sequences that link or gatling into the former and allow you to connect your launcher (generally, Rensen FRC) to them. The latter can also function as anti-airs, even though it's not their main purpose.<br />
* '''Air Extension''': Your main damage dealing sequence, with choice for damage, corner carry, knockdown or tech trap/reset.<br />
<br />
==Starter Routes==<br />
Axl gets most of his damage from air extensions. These can be arrived at from almost any kind of hit you land, provided you have enough meter or confirm into the right route. The ground routes mostly rely on Rensen FRC to launch into an air extension, which can be tricky at first until you have the timing down. Due to this, it’s advisable to learn the air extensions from anti air starters, and focus on those as your main source of damage at first. Anti air starter routes will still be one of the best ways of dealing damage even after getting Rensen FRC down, due to the amount of damage {{clr|5|FB Bomber}} tacks on and how combos scale, so it’s important to learn to confirm from the different starters Axl has.<br />
<br />
===Ground-to-ground Sequences===<br />
The main goal of your ground-to-ground strings will depend on the context. Without meter, the answer is pretty straightforward: Do as much damage as possible with gatlings, then cancel your last normal into Rensen to guarantee knockdown and pressure. With 25 meter, however, you open up the possibility of spending it on Rensen FRC, which launches the opponent for an air extension. Whether you do that or not will have to take into account how much meter you have, how close you are to the corner, how long the combo is on the ground at the moment of launching, and how close your opponent is to dying that you can afford to spend meter to do less-than-efficient damage.<br />
<br />
This is because the main corner carry into knockdown routes Axl has out of ground-to-ground confirms rely on meter for {{clr|5|FB Bomber}}. This means that, if you started from a {{clr|2|5K}} into a long string, spending 50 meter to go into Rensen FRC and an extension using {{clr|5|FB Bomber}} just to tack on damage, you might be using your meter ''very'' inefficiently, not just because of proration but also because of combo length untech time decay and gravity increase (the longer a combo is, the less untech time you get off your juggles, and the faster the opponent falls).<br />
<br />
There are situations where you will still want to do this, of course, but it’s important that it’s a conscious decision that you make for reasons such as, for example:<br />
* The combo will kill<br />
* The guard bar is cranked thus the extension damage won’t be as prorated<br />
* You’re too far from the corner to go into a corner knockdown with a meterless extension and the matchup demands you lock down your opponent when you have the chance<br />
* You want to style on your opponent (always valid)<br />
<br />
====Sample Ground Sequences====<br />
These are all extremely varied and a lot of them work, feel free to experiment!<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
!style="width:20%"| Sequence !! style="width:20%"| Meter cost !! style="width: 60%;"| Notes<br />
|-<br />
| {{clr|2|2K}} > {{clr|5|2D}} > Rensen || || {{clr|2|2K}} is an amazing panic button and overall footsie tool because of how low profile it is, but it is 70% prorated when used as a starter. Because of that, it is important to keep in mind that spending meter on a {{clr|2|2K}} starter combo is generally extremely inefficient. [https://www.youtube.com/watch?v=79Iv1UWkiJ0 Link]<br />
|-<br />
| {{clr|2|5K}} > {{clr|1|3P}} > {{clr|4|2H}} > {{clr|5|2D}} > Rensen || || [https://www.youtube.com/watch?v=A3C7EQR_Whs Link]<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|fS}} > Rensen || || {{clr|3|fS}} > Rensen is a combo only on crouching characters or at relatively close distances, or on a counterhit starter {{clr|3|fS}} [https://www.youtube.com/watch?v=xvPK_CAync8 Link]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|fS}} > Rensen || || See above [https://www.youtube.com/watch?v=4l97QP0Fybk Link]<br />
|-<br />
| Counterhit {{clr|4|6H}}, ({{clr|3|cS}} or {{clr|2|5K}} >) {{clr|4|2H}} > {{clr|5|2D}} > Rensen || || Whether you can link a {{clr|3|cS}} or not depends on if you are in range for it after landing. You might be able to do {{clr|3|cS}} > {{clr|4|5H}} if you land particularly close. [https://www.youtube.com/watch?v=7XakvA92VUQ Link]<br />
|-<br />
| {{clr|3|cS}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || || With Rensen FRC, this is your max damage ground-to-ground punish starter [https://www.youtube.com/watch?v=MGx-UKu0QwU link]<br />
|-<br />
|}<br />
<br />
All routes can be extended into Rensen-2 in the corner, sometimes midscreen. Versus lighter characters, Rensen-8 can lead into tech trap setups.<br />
<br />
Every time you end in Rensen, you can FRC it. This will launch the opponent, and you can choose to pick up in a variety of ground-to-air ways. If following up with close-range stuff, this will require you to input a dash right out of your FRC. In some cases, 6FRC6 can be a way to guarantee dashing out of it fast enough.<br />
<br />
===Ground-to-air Sequences - Close Range===<br />
These sequences all have one very important quality: They gatling or link into Axl’s long range jump cancelable normals, {{clr|3|2S}} and {{clr|2|6K}}. As a rule of thumb, {{clr|1|5P}} is used for the situations where a {{clr|3|2S}} will not reach. If {{clr|1|5P}} > {{clr|3|2S}} does not reach, you can generally go into {{clr|2|6K}} from {{clr|1|5P}} in most situations.<br />
<br />
As always, as long as the opponent is airborne, there is no reason why your combo can't start on one of these sequences.<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
!style="width:20%"| Sequence !!style="width:20%"| Meter cost !!style="width:60%"| Notes<br />
|-<br />
| {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} || ||<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|2S}} || || Simplest guaranteed pickup after Rensen FRC launch <br />
|-<br />
| {{clr|3|cS}} > {{clr|3|2S}} || || If picking up from a Rensen FRC launch, this requires you to dash right under them to avoid getting {{clr|3|fS}}, which doesn't gatling into {{clr|3|2S}}<br />
|-<br />
| {{clr|4|5H}} > {{clr|4|6H}}, ({{clr|2|5K}} >) {{clr|3|2S}} || || Whether you have enough time to link {{clr|3|2S}} or have to link {{clr|2|5K}} first is character, spacing and preceding combo length dependent. This is the optimal Rensen FRC followup for damage<br />
|-<br />
| {{clr|3|S Benten}} FRC, {{clr|1|5P}} > {{clr|2|6K}} or {{clr|3|2S}} || 25 || {{clr|1|5P}} will link at most ranges, {{clr|3|2S}} will link in the corner. Near the corner, {{clr|1|5P}} > {{clr|3|2S}} will work as well.<br />
|-<br />
| {{clr|3|S Benten}} trade, {{clr|1|5P}} > {{clr|2|6K}} or {{clr|3|2S}} || || Obviously depends on what you traded with, but the situation where a trade allows you to link into at least {{clr|1|5P}} comes up more often than you’d think<br />
|-<br />
|}<br />
<br />
===Ground-to-air Sequences - Far Range===<br />
These are your staple ground-to-air. You will be very happy to have landed a hit with any of them, and all of them can lead into big damage and knockdown with the right conditions (meter, opponent’s spacing, distance to the corner). Generally, these can also be seen as an extension of the close range starters mentioned above.<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
!style="width:20%"| Sequence !!style="width:20%"| Meter cost !!style="width:60%"| Notes<br />
|-<br />
| {{clr|3|2S}} || || Big, juicy jump cancelable starter. One of your ideal AA starters, if not the best [https://www.youtube.com/watch?v=oz2JgIIxN4w link]<br />
|-<br />
| {{clr|3|2S}} > {{clr|2|6K}}(1) > {{clr|3|2S}} || || This starter sequence out of {{clr|3|2S}} is important in situations where you get a {{clr|3|2S}} hit that is very close to you, since it can make it difficult to link into a rising normal when jump canceling. The {{clr|2|6K}}(1) > {{clr|3|2S}} extension pushes them away and tacks on not-insignificant damage as well, and can also help make your route burst safe. Some characters’ jump arcs, like Order-Sol’s, are such that having this confirm down is crucial in order to get proper damage out of {{clr|3|2S}} [https://www.youtube.com/watch?v=YQGwgzaeI2o link]<br />
|-<br />
| {{clr|1|5P}} > {{clr|3|2S}} || || General go-to confirm when reacting to an IAD [https://www.youtube.com/watch?v=7_enR1bHH7U link]<br />
|-<br />
| ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} || || For {{clr|3|2S}} to hit off a raw {{clr|2|6K}} you have to be rather close. At that range, {{clr|1|5P}} covers a similar area, and is faster and safer to whiff in most situations, but raw {{clr|2|6K}} will still hit certain positions that {{clr|1|5P}} will not. The full {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} sequence is prone to being very finnicky when trying to pick it up off a jump cancel, and the last {{clr|3|2S}} hit will tend to whiff on certain hurtboxes, like Ky's [https://www.youtube.com/watch?v=FtanEAUgxuQ link]<br />
|-<br />
| ({{clr|1|5P}}) > {{clr|2|6K}} > hjc, {{clr|1|j6P}} || Requires 25 for extension || In situations where the above {{clr|3|2S}} will whiff, hjc into {{clr|1|j6P}} will connect, though it's a tight link. It can be hard for the opponent to tech out of it, though. This route only has {{clr|5|FB Bomber}} as an extension, so requires meter to do so [https://www.youtube.com/watch?v=ac4G23Vmf2Y link]<br />
|}<br />
<br />
===Throw Starter Sequences===<br />
These also apply to the {{clr|1|214P}} and {{clr|2|214K}} catch counters. When going for throw combo extensions, remember that throws are prorated by 50% (65% for the counters). Mind your meter usage.<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! style="width:20%"| Sequence !!style="width:20%"| Works on: !!style="width:20%"| Position !!style="width:40%"| Notes<br />
|-<br />
| (Throw), microdash, {{clr|2|5K}} > ({{clr|1|5P}}) > {{clr|3|2S}} || Everyone except Jam, Kliff || Midscreen || This is the only sequence that works on Johnny. You can skip the {{clr|1|5P}} vs some hurtboxes [https://www.youtube.com/watch?v=87nARfhQ0rY link]<br />
|-<br />
| (Throw), Rensen || Everyone || Midscreen || [https://www.youtube.com/watch?v=_1mTB1e-Iyw link]<br />
|- <br />
| (Throw), {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} || Some characters || Midscreen || Very tight when trying to pick up in the air with an extension, only works on some characters [https://www.youtube.com/watch?v=2VdsCcQAQLE link]<br />
|-<br />
| (Throw), {{clr|1|5P}} > {{clr|3|2S}} || Some characters || Midscreen || [https://www.youtube.com/watch?v=E9YNkCF25gI link]<br />
|-<br />
| (Throw), {{clr|1|5P}} > {{clr|3|2S}} || Everyone || Corner || Good for burst safe routes [https://www.youtube.com/watch?v=cBKGOPZxBbU link]<br />
|-<br />
| (Throw), microwalk, {{clr|3|2S}} || Everyone || Corner || Main pickup for meterless bomber loop extension in the corner [https://www.youtube.com/watch?v=T2QhwzgqMK0 link]<br />
|-<br />
| (Throw), {{clr|2|6K}} > {{clr|3|2S}} || Many characters. Will not work on: Testament, Ky, Robo-Ky, Johnny || Midscreen || {{clr|2|6K}} link timing is character dependent [https://www.youtube.com/watch?v=ukmQ_oGmlf0 link]<br />
|-<br />
| (Throw), {{clr|1|5P}} > {{clr|2|6K}} > hjc, {{clr|1|j6P}} || Everyone except Johnny || Midscreen || {{clr|1|5P}} helps give {{clr|2|6K}} a lot more stability. Only metered routes will work out of {{clr|1|j6P}} [https://www.youtube.com/watch?v=czMLdbD6A_I link]<br />
|-<br />
|}<br />
<br />
===Niche Launcher Sequences===<br />
These starters will launch the opponent but are a lesser common occurrence in games, but they still have very relevant uses and should be kept in mind.<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
!style="width:20%"| Sequence !! style="width:20%"| Meter cost !! style="width: 60%;"| Notes<br />
|-<br />
| Counterhit {{clr|4|5H}} || || Massive hitstun and ground bounce on counterhit, can do pretty much whatever you want off of this. Opponents will want to burst this a lot<br />
|-<br />
| {{clr|4|H Bomber}} || || {{clr|1|5P}} links midscreen, {{clr|3|2S}} links in the corner<br />
|-<br />
| Counterhit {{clr|5|FB Rensen}} || 25 || Normally techable before you can link {{clr|3|2S}}, counterhit allows you to pick it up<br />
|-<br />
| Counterhit Rensen-8 || || Same as {{clr|5|FB Rensen}}. If hit meaty enough, non counterhit rensen-8 can link into {{clr|1|5P}} or {{clr|3|2S}}, but this is very unusual<br />
|-<br />
| {{clr|4|H Raieisageki}} RC || 50 || Gimmicky but always fun. On RC you teleport to the ground so your distance to the opponent will vary<br />
|-<br />
| {{clr|3|S Benten}} FRC || 25 || Axl’s fastest attack that will link from a {{clr|4|6H}} hit. Will only fail to link on a crouching opponent if {{clr|4|6H}} hits on the first 2 active frames. His next fastest option, {{clr|2|5K}}, is 2f slower. On hit, {{clr|1|5P}} will connect midscreen, {{clr|3|2S}} will connect in the corner<br />
|-<br />
| {{clr|3|S Benten}} trade || || Similar to {{clr|3|S Benten}} FRC, but depends on what normal you traded with in the first place. Linking with {{clr|1|5P}} after an {{clr|3|S Benten}} trade is fairly common, though.<br />
|-<br />
|}<br />
<br />
==Air Extensions==<br />
<br />
These are your main way to add real damage and knockdowns to stray anti air hits, and make the most out of late-blockstring frametrap and stray Rensen FRC hits. They’re also the most finnicky part of Axl’s combo theory, and will require a lot of trial and error before you can confidently convert a random {{clr|1|5P}} midscreen into bomber loops in the corner.<br />
<br />
When going for these, you should establish your main goal before you start the combo:<br />
<br />
* Did your combo start on a ground string? How long is it before transitioning into an air extension? The longer the combo is, the faster the opponents will fall, and the shorter the untech time becomes. Some routes become infeasible on either very long or very short combo routes.<br />
* If your combo has had a relatively short string before the launch, you're close to the corner and have 25 meter for {{clr|5|FB Bomber}}, then going for the main {{clr|5|FB Bomber}} into 2x {{clr|4|H Bomber}} loop is one of the most straightforward ways to add a lot of damage, so you should actively aim to go for that in situations that allow it. This is especially true when your starter was an AA hit, since it gives you a lot of unprorated damage and a knockdown for modest meter spend.<br />
* If you’re in the corner already, your route is rather long, you are not sitting on a ton of meter and/or going for a safe knockdown would be better than spending meter on an {{clr|5|FB Bomber}} loop that will not kill, consider going for a basic {{clr|4|H Bomber}} loop instead, which is generally also a lot less finicky. This is also a more efficient use (or lack thereof) of meter in highly prorated throw combos.<br />
<br />
Some notes about {{clr|5|FB Bomber}} extensions:<br />
<br />
* Connecting the airdash {{clr|5|jD}} > {{clr|4|H Bomber}} is the trickiest part. You have no buffer to input the airdash after {{clr|5|FB Bomber}}, but there is more time than you’d think to do it.<br />
* The other tricky part about this is that in order to connect with {{clr|4|H Bomber}} out of {{clr|5|jD}}, the opponent needs to be slightly below you. This means that, often, you will need to manually delay your {{clr|5|jD}} in order to let the opponent fall slightly more. The good news is that you have more time to do this than you’d think -- plenty of situations are salvageable by delaying your {{clr|5|jD}} ever so slightly more. <br />
* The situations where this manual delay happens and how long it needs to be are all contextual, as usual: combo length, character weight and hurtbox, and what was your string preceding {{clr|5|FB Bomber}} like. As a general rule, the more hits you tack on prior to {{clr|5|FB Bomber}}, the higher the character will be launched and the more they will need to fall for {{clr|4|H Bomber}} to connect. This is counterbalanced by a higher combo length making characters fall faster, so there’s a lot of eyeballing involved.<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! style="width:20%"| Sequence !!style="width:20%"| Meter Cost !!style="width:20%"| Position !!style="width:40%"| Notes<br />
|-<br />
| (Starter sequence ending in {{clr|3|2S}}) > hjc, {{clr|4|jH}} > {{clr|5|jD}} > Kokuugeki || 0 || Midscreen, Near Corner || Good meterless damage that works on everyone<br />
|- <br />
| (Starter sequence, preferably close range ground-to-air) > {{clr|4|H Benten}} > {{clr|4|H Benten Followup}} || 0 || Midscreen || Meterless knockdown. Will sometimes not work depending on opponent's position and preceding starter length<br />
|-<br />
| (Starter sequence ending in {{clr|3|2S}}) > jc or hjc, {{clr|5|jD}} > {{clr|4|H Bomber}} â–· {{clr|3|2S}} > {{clr|5|jD}} > {{clr|4|H Bomber}} â–· Rensen > Rensen-2 || 0 || Corner || Meterless Bomber loop<br />
|-<br />
| (Starter sequence ending in {{clr|3|2S}}) > jc or hjc, {{clr|5|jD}} > {{clr|4|H Bomber}} â–· {{clr|3|2S}} > {{clr|4|H Benten}} > {{clr|4|H Benten Followup}} || 0 || Corner<br />
|| Meterless alternative to Bomber loop<br />
|-<br />
| (Starter sequence ending in {{clr|3|2S}}) > jc or hjc, {{clr|5|jD}} > {{clr|5|FB Bomber}}, airdash, {{clr|5|jD}} > {{clr|4|H Bomber}} â–· {{clr|3|2S}} > {{clr|4|H Bomber}} â–· Rensen > Rensen-2 || 25 || Corner or Near Corner || For lightweights lower to the ground. Lightweight characters with small hurtboxes tend to float too high when your pre-{{clr|5|FB Bomber}} string is too long.<br />
|-<br />
| (Starter sequence ending in {{clr|3|2S}}) > jc or hjc, TK {{clr|5|FB Bomber}}, airdash, {{clr|5|jD}} > {{clr|4|H Bomber}} ▷ {{clr|3|2S}} > {{clr|4|H Bomber}} ▷ Rensen > Rensen-2 || 25 || Corner or Near Corner || For lightweights higher up. If you’re too far away from them, sometimes you are forced to go directly into TK {{clr|5|FB Bomber}}.<br />
|- <br />
| (Starter sequence ending in {{clr|3|2S}}) > jc or hjc, {{clr|2|jK}} > {{clr|5|jD}} > {{clr|5|FB Bomber}}, airdash, {{clr|5|jD}} > {{clr|4|H Bomber}} â–· {{clr|3|2S}} > {{clr|4|H Bomber}} â–· Rensen > Rensen-2 || 25 || Corner or Near Corner || For heavyweights lower to the ground. Rising {{clr|2|jK}} hits early enough that it pushes the heavyweights further up, giving you more launch off {{clr|5|FB Bomber}} (which you want for them)<br />
|- <br />
| (Starter sequence ending in {{clr|3|2S}}) > jc or hjc, {{clr|4|jH}} > {{clr|5|jD}} > {{clr|5|FB Bomber}}, airdash, {{clr|5|jD}} > {{clr|4|H Bomber}} â–· {{clr|3|2S}} > {{clr|4|H Bomber}} â–· Rensen > Rensen-2 || 25 || Corner or Near Corner || For middleweights and heavyweights higher off the ground. This will work pretty often and does good damage, but as usual, your mileage might vary depending on the situation.<br />
|- <br />
| (Starter sequence ending in {{clr|3|2S}}) > jc or hjc, (any of the above pre-{{clr|5|FB Bomber}} strings) > {{clr|5|FB Bomber}}, {{clr|4|H Bomber}} â–· {{clr|3|2S}} > {{clr|4|H Bomber}} â–· Rensen > Rensen-2 || 25 || Corner or Near Corner || On heavy characters, and in longer combos, you will sometimes not get the chance to connect with airdash {{clr|5|jD}}. This does less damage, but is more stable even when airdash {{clr|5|jD}} would connect (though it will generally not connect in lightweight characters or if your pre-bomber string floated them too high).<br />
|}<br />
<br />
==Video Examples==<br />
<br />
<br />
==Navigation==<br />
{{#lst:GGACR/Axl Low/Data|Links}}<br />
{{Navbar-GGACR}}</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGST/Axl_Low/Data&diff=219307GGST/Axl Low/Data2021-06-29T08:24:12Z<p>Johhny: </p>
<hr />
<div><!-- 5/16/2021: Frame data copied from https://twitter.com/apI4fRGlmFAaJ5T/status/1393906277986623492 --><br />
<!-- and translated by Pssych https://docs.google.com/spreadsheets/d/1p37W1E6wPlvJEyM01LC1-fU5Faunj5JXOTr8XRnCnMc/edit#gid=2076950116 --><br />
{{TOC limit|3}}<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav |charMainPage=GGST/Axl Low|image=GGST_Axl_Low_Icon.png}}<section end="Nav"/><br />
<br />
==Links==<br />
<section begin="Links"/><br />
{{CharLinks|charMainPage=GGST/Axl Low<br />
|videos= |discord= |twitter=GGST_AX}}<br />
<section end="Links"/><br />
<br />
==Infobox Data==<br />
{{GGST-character<br />
| name =Axl Low<br />
| defense =1.07<br />
| guts =1<br />
| prejump =4f<br />
| backdash =20f/5f invuln<br />
| weight =Normal<br />
| portrait =GGST_Axl_Low_Portrait.png<br />
| icon =GGST_Axl_Low_Icon.png<br />
}}<br />
<br />
==Normal Moves==<br />
===5P Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=5P<br />
|guard=All<br />
|invul=<br />
|damage=40/52<br />
|startup=7<br />
|active=6<br />
|recovery=19<br />
|onBlock=-11<br />
|onHit=<br />
|images=GGST Axl Low 5P.png<br />
|type=normal<br />
}}<br />
<br />
===5K Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=5K<br />
|guard=All<br />
|invul=<br />
|damage=30<br />
|startup=6<br />
|active=3<br />
|recovery=11<br />
|onBlock=-2<br />
|onHit=<br />
|images=GGST Axl Low 5K.png<br />
|type=normal<br />
}}<br />
<br />
===c.S Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=c.S<br />
|guard=All<br />
|invul=<br />
|damage=40<br />
|startup=8<br />
|active=6<br />
|recovery=15<br />
|onBlock=-4<br />
|onHit=<br />
|images=GGST Axl Low c.S.png<br />
|type=normal<br />
}}<br />
<br />
===f.S Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=f.S<br />
|guard=All<br />
|invul=<br />
|damage=34<br />
|startup=10<br />
|active=3<br />
|recovery=25<br />
|onBlock=-14<br />
|onHit=<br />
|images=GGST Axl Low f.S.png<br />
|type=normal<br />
}}<br />
<br />
===5H Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=5H<br />
|guard=All<br />
|invul=<br />
|damage=48<br />
|startup=16<br />
|active=4<br />
|recovery=19<br />
|onBlock=-4<br />
|onHit=<br />
|images=GGST Axl Low 5H.png<br />
|type=normal<br />
}}<br />
<br />
===2P Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=2P<br />
|guard=Low<br />
|invul=<br />
|damage=30/39<br />
|startup=10<br />
|active=4<br />
|recovery=21<br />
|onBlock=-13<br />
|onHit=<br />
|images=GGST Axl Low 2P.png<br />
|type=normal<br />
}}<br />
<br />
===2K Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=2K<br />
|guard=Low<br />
|invul=<br />
|damage=26<br />
|startup=7<br />
|active=5<br />
|recovery=9<br />
|onBlock=-2<br />
|onHit=<br />
|images=GGST Axl Low 2K.png<br />
|type=normal<br />
}}<br />
<br />
===2S Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=2S<br />
|guard=All<br />
|invul=<br />
|damage=35/45<br />
|startup=9<br />
|active=10<br />
|recovery=23<br />
|onBlock=-16<br />
|onHit=<br />
|images=GGST Axl Low 2S.png<br />
|type=normal<br />
}}<br />
<br />
===2H Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=2H<br />
|guard=Low<br />
|invul=<br />
|damage=45/58<br />
|startup=11<br />
|active=9<br />
|recovery=26<br />
|onBlock=-18<br />
|onHit=<br />
|images=GGST Axl Low 2H.png<br />
|type=normal<br />
}}<br />
<br />
===j.P Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=j.P<br />
|guard=High<br />
|invul=<br />
|damage=32/41<br />
|startup=9<br />
|active=4<br />
|recovery=<br />
|advantage=<br />
|images=GGST Axl Low j.P.png<br />
|type=normal<br />
}}<br />
<br />
===j.K Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=j.K<br />
|guard=High<br />
|invul=<br />
|damage=28<br />
|startup=8<br />
|active=3<br />
|recovery=<br />
|advantage=<br />
|images=GGST Axl Low j.K.png<br />
|type=normal<br />
}}<br />
<br />
===j.S Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=j.S<br />
|guard=High<br />
|invul=<br />
|damage=32/41<br />
|startup=11<br />
|active=7<br />
|recovery=<br />
|advantage=<br />
|images=GGST Axl Low j.S.png<br />
|type=normal<br />
}}<br />
<br />
===j.H Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=j.H<br />
|guard=High<br />
|invul=<br />
|damage=40/52<br />
|startup=12<br />
|active=6<br />
|recovery=<br />
|advantage=<br />
|images=GGST Axl Low j.H.png<br />
|type=normal<br />
}}<br />
<br />
===j.D Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=j.D<br />
|guard=High<br />
|invul=<br />
|damage=44<br />
|startup=10<br />
|active=5<br />
|recovery=<br />
|advantage=<br />
|images=GGST Axl Low j.D.png<br />
|type=normal<br />
}}<br />
<br />
===6P Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=6P<br />
|guard=All<br />
|invul=1~4F Upper Body <br/> 5~12F Above Knees<br />
|damage=30<br />
|startup=12<br />
|active=5<br />
|recovery=18<br />
|onBlock=-13<br />
|onHit=<br />
|images=GGST Axl Low 6P.png<br />
|type=normal<br />
}}<br />
<br />
===6K Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=6K<br />
|guard=All<br />
|invul=<br />
|damage=40/52<br />
|startup=11<br />
|active=5<br />
|recovery=25<br />
|onBlock=-13<br />
|onHit=<br />
|images=GGST Axl Low 6K.png<br />
|type=normal<br />
}}<br />
<br />
===6H Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=6H<br />
|guard=High<br />
|invul=<br />
|damage=54<br />
|startup=27<br />
|active=9<br />
|recovery=13<br />
|onBlock=-3<br />
|onHit=<br />
|images=GGST Axl Low 6H.png<br />
|type=normal<br />
}}<br />
<br />
===2D Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=2D<br />
|guard=Low<br />
|invul=<br />
|damage=34<br />
|startup=10<br />
|active=6<br />
|recovery=17<br />
|onBlock=-9<br />
|onHit=<br />
|images=GGST Axl Low 2D.png<br />
|type=normal<br />
}}<br />
<br />
===5D Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=5D<br />
|guard=High<br />
|invul=<br />
|damage=45/56<br />
|startup=20 [28]<br />
|active=6<br />
|recovery=23<br />
|onBlock=-15 [-10]<br />
|onHit=0<br />
|images=GGST Axl Low 5D.png<br />
|type=normal<br />
}}<br />
<br />
==Universal Mechanics==<br />
===Ground Throw Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=Ground Throw<br />
|input=Ground Throw<br />
|guard=Ground Throw<br />
|invul=<br />
|damage=80<br />
|startup=2<br />
|active=<br />
|recovery=<br />
|advantage=<br />
|images=GGST Axl Low Ground Throw.png<br />
|type=other<br />
}}<br />
<br />
===Air Throw Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=Air Throw<br />
|input=Air Throw<br />
|guard=Air Throw<br />
|invul=<br />
|damage=80<br />
|startup=2<br />
|active=<br />
|recovery=<br />
|advantage=<br />
|images=GGST Axl Low Air Throw.png<br />
|type=other<br />
}}<br />
<br />
==Special Moves==<br />
===[4]6S Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=Sickle Flash<br />
|input=[4]6S<br />
|guard=All<br />
|invul=<br />
|damage=37<br />
|startup=24<br />
|active=15<br />
|recovery=29<br />
|onBlock=-19~-9<br />
|onHit=<br />
|images=GGST Axl Low Sickle Flash.png<br />
|type=special<br />
|notes=Projectile;Disappears if user gets hit;30F charge time;Listed Frame Adv based on closest possible Sickle Flash;<br />
}}<br />
<br />
===[4]6S 8 Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=Soaring Chain Strike<br />
|input=[4]6S 8<br />
|guard=All<br />
|invul=<br />
|damage=30<br />
|startup=8<br />
|active=16<br />
|recovery=34<br />
|onBlock=-11<br />
|onHit=<br />
|images=GGST Axl Low Soaring Chain Strike.png<br />
|type=special<br />
}}<br />
<br />
===[4]6S 2 Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=Spinning Chain Strike<br />
|input=[4]6S 2<br />
|guard=Low<br />
|invul=<br />
|damage=57<br />
|startup=7<br />
|active=36 [79]<br />
|recovery=19<br />
|onBlock=-6<br />
|onHit=<br />
|images=GGST Axl Low Spinning Chain Strike.png<br />
|type=special<br />
}}<br />
<br />
===[4]6S S Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=Winter Cherry<br />
|input=[4]6S S<br />
|guard=All<br />
|invul=<br />
|damage=40 [60]<br />
|startup=18 [22]<br />
|active=10<br />
|recovery=24<br />
|onBlock=-3 [+10]<br />
|onHit=<br />
|images=GGST Axl Low Winter Cherry.png<br />
|type=special<br />
}}<br />
<br />
===41236H Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=Winter Mantis<br />
|input=41236H<br />
|guard=Ground Throw<br />
|invul=<br />
|damage=61/62<br />
|startup=28<br />
|active=20<br />
|recovery=34<br />
|advantage=<br />
|images=GGST Axl Low Winter Mantis.png<br />
|type=special<br />
}}<br />
<br />
===214S Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=Rainwater<br />
|input=214S<br />
|guard=All<br />
|invul=<br />
|damage=40<br />
|startup=24<br />
|active=3<br />
|recovery=21<br />
|onBlock=+3<br />
|onHit=<br />
|images=GGST Axl Low Rainwater.png<br />
|type=special<br />
}}<br />
<br />
===214H Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=Snail<br />
|input=214H<br />
|guard=All<br />
|invul=<br />
|damage=45<br />
|startup=17<br />
|active=12<br />
|recovery=29<br />
|onBlock=-24<br />
|onHit=<br />
|images=GGST Axl Low Snail.png<br />
|type=special<br />
}}<br />
<br />
===j.214H Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=Snail<br />
|input=j.214H<br />
|guard=All<br />
|invul=<br />
|damage=45<br />
|startup=16<br />
|active=9<br />
|recovery=X+10<br />
|onBlock=-25<br />
|onHit=<br />
|images=GGST Axl Low Snail.png<br />
|type=special<br />
}}<br />
<br />
===j.623H Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=Axl Bomber<br />
|input=j.623H<br />
|guard=All<br />
|invul=<br />
|damage=80<br />
|startup=9<br />
|active=10<br />
|recovery=X+7<br />
|onBlock=-22<br />
|onHit=<br />
|images=GGST Axl Low Axl Bomber.png<br />
|type=special<br />
}}<br />
<br />
==Overdrives==<br />
===236236H Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=Sickle Storm<br />
|input=236236H<br />
|guard=All<br />
|invul=1~15F Strike<br />
|damage=150<br />
|startup=11+1<br />
|active=8(24)13<br />
|recovery=26<br />
|onBlock=-2<br />
|onHit=<br />
|images=GGST Axl Low Sickle Storm.png<br />
|type=super<br />
}}<br />
<br />
===632146P Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=One Vision<br />
|input=632146P<br />
|guard=<br />
|invul=<br />
|damage=<br />
|startup=5+22<br />
|active=<br />
|recovery=<br />
|advantage=<br />
|images=GGST Axl Low One Vision Installation.png<br />
|type=super<br />
}}<br />
<br />
===632146P Attack Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=One Vision<br />
|input=632146P Attack<br />
|guard=All<br />
|invul=<br />
|damage=<br />
|startup=7+0<br />
|active=1<br />
|recovery=<br />
|advantage=<br />
|images=GGST Axl Low One Vision Activation.png<br />
|type=super<br />
}}<br />
<br />
==Category==<br />
{{Navbar-GGST}}</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGST/Axl_Low/Data&diff=219048GGST/Axl Low/Data2021-06-27T10:45:12Z<p>Johhny: </p>
<hr />
<div><!-- 5/16/2021: Frame data copied from https://twitter.com/apI4fRGlmFAaJ5T/status/1393906277986623492 --><br />
<!-- and translated by Pssych https://docs.google.com/spreadsheets/d/1p37W1E6wPlvJEyM01LC1-fU5Faunj5JXOTr8XRnCnMc/edit#gid=2076950116 --><br />
{{TOC limit|3}}<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav |charMainPage=GGST/Axl Low|image=GGST_Axl_Low_Icon.png}}<section end="Nav"/><br />
<br />
==Links==<br />
<section begin="Links"/><br />
{{CharLinks|charMainPage=GGST/Axl Low<br />
|videos= |discord= |twitter=GGST_AX}}<br />
<section end="Links"/><br />
<br />
==Infobox Data==<br />
{{GGST-character<br />
| name =Axl Low<br />
| defense =1.07<br />
| guts =1<br />
| prejump =4f<br />
| backdash =20f/5f invuln<br />
| weight =Normal<br />
| portrait =GGST_Axl_Low_Portrait.png<br />
| icon =GGST_Axl_Low_Icon.png<br />
}}<br />
<br />
==Normal Moves==<br />
===5P Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=5P<br />
|guard=All<br />
|invul=<br />
|damage=40/52<br />
|startup=7<br />
|active=6<br />
|recovery=19<br />
|onBlock=-11<br />
|onHit=<br />
|images=GGST Axl Low 5P.png<br />
|type=normal<br />
}}<br />
<br />
===5K Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=5K<br />
|guard=All<br />
|invul=<br />
|damage=30<br />
|startup=6<br />
|active=3<br />
|recovery=11<br />
|onBlock=-2<br />
|onHit=<br />
|images=GGST Axl Low 5K.png<br />
|type=normal<br />
}}<br />
<br />
===c.S Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=c.S<br />
|guard=All<br />
|invul=<br />
|damage=40<br />
|startup=8<br />
|active=6<br />
|recovery=15<br />
|onBlock=-4<br />
|onHit=<br />
|images=GGST Axl Low c.S.png<br />
|type=normal<br />
}}<br />
<br />
===f.S Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=f.S<br />
|guard=All<br />
|invul=<br />
|damage=34<br />
|startup=10<br />
|active=3<br />
|recovery=25<br />
|onBlock=-14<br />
|onHit=<br />
|images=GGST Axl Low f.S.png<br />
|type=normal<br />
}}<br />
<br />
===5H Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=5H<br />
|guard=All<br />
|invul=<br />
|damage=48<br />
|startup=16<br />
|active=4<br />
|recovery=19<br />
|onBlock=-4<br />
|onHit=<br />
|images=GGST Axl Low 5H.png<br />
|type=normal<br />
}}<br />
<br />
===2P Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=2P<br />
|guard=Low<br />
|invul=<br />
|damage=30/39<br />
|startup=10<br />
|active=4<br />
|recovery=21<br />
|onBlock=-13<br />
|onHit=<br />
|images=GGST Axl Low 2P.png<br />
|type=normal<br />
}}<br />
<br />
===2K Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=2K<br />
|guard=Low<br />
|invul=<br />
|damage=26<br />
|startup=7<br />
|active=5<br />
|recovery=9<br />
|onBlock=-2<br />
|onHit=<br />
|images=GGST Axl Low 2K.png<br />
|type=normal<br />
}}<br />
<br />
===2S Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=2S<br />
|guard=All<br />
|invul=<br />
|damage=35/45<br />
|startup=9<br />
|active=10<br />
|recovery=23<br />
|onBlock=-16<br />
|onHit=<br />
|images=GGST Axl Low 2S.png<br />
|type=normal<br />
}}<br />
<br />
===2H Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=2H<br />
|guard=Low<br />
|invul=<br />
|damage=45/58<br />
|startup=11<br />
|active=9<br />
|recovery=26<br />
|onBlock=-18<br />
|onHit=<br />
|images=GGST Axl Low 2H.png<br />
|type=normal<br />
}}<br />
<br />
===j.P Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=j.P<br />
|guard=High<br />
|invul=<br />
|damage=32/41<br />
|startup=9<br />
|active=4<br />
|recovery=<br />
|advantage=<br />
|images=GGST Axl Low j.P.png<br />
|type=normal<br />
}}<br />
<br />
===j.K Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=j.K<br />
|guard=High<br />
|invul=<br />
|damage=28<br />
|startup=8<br />
|active=3<br />
|recovery=<br />
|advantage=<br />
|images=GGST Axl Low j.K.png<br />
|type=normal<br />
}}<br />
<br />
===j.S Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=j.S<br />
|guard=High<br />
|invul=<br />
|damage=32/41<br />
|startup=11<br />
|active=7<br />
|recovery=<br />
|advantage=<br />
|images=GGST Axl Low j.S.png<br />
|type=normal<br />
}}<br />
<br />
===j.H Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=j.H<br />
|guard=High<br />
|invul=<br />
|damage=40/52<br />
|startup=12<br />
|active=6<br />
|recovery=<br />
|advantage=<br />
|images=GGST Axl Low j.H.png<br />
|type=normal<br />
}}<br />
<br />
===j.D Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=j.D<br />
|guard=High<br />
|invul=<br />
|damage=44<br />
|startup=10<br />
|active=5<br />
|recovery=<br />
|advantage=<br />
|images=GGST Axl Low j.D.png<br />
|type=normal<br />
}}<br />
<br />
===6P Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=6P<br />
|guard=All<br />
|invul=1~4F Upper Body <br/> 5~12F Above Knees<br />
|damage=30<br />
|startup=12<br />
|active=5<br />
|recovery=18<br />
|onBlock=-13<br />
|onHit=<br />
|images=GGST Axl Low 6P.png<br />
|type=normal<br />
}}<br />
<br />
===6K Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=6K<br />
|guard=All<br />
|invul=<br />
|damage=40/52<br />
|startup=11<br />
|active=5<br />
|recovery=25<br />
|onBlock=-13<br />
|onHit=<br />
|images=GGST Axl Low 6K.png<br />
|type=normal<br />
}}<br />
<br />
===6H Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=6H<br />
|guard=High<br />
|invul=<br />
|damage=54<br />
|startup=27<br />
|active=9<br />
|recovery=13<br />
|onBlock=-3<br />
|onHit=<br />
|images=GGST Axl Low 6H.png<br />
|type=normal<br />
}}<br />
<br />
===2D Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=2D<br />
|guard=Low<br />
|invul=<br />
|damage=34<br />
|startup=10<br />
|active=6<br />
|recovery=17<br />
|onBlock=-9<br />
|onHit=<br />
|images=GGST Axl Low 2D.png<br />
|type=normal<br />
}}<br />
<br />
===5D Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=<br />
|input=5D<br />
|guard=High<br />
|invul=<br />
|damage=45/56<br />
|startup=20 [28]<br />
|active=6<br />
|recovery=23<br />
|onBlock=-15 [-10]<br />
|onHit=0<br />
|images=GGST Axl Low 5D.png<br />
|type=normal<br />
}}<br />
<br />
==Universal Mechanics==<br />
===Ground Throw Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=Ground Throw<br />
|input=Ground Throw<br />
|guard=Ground Throw<br />
|invul=<br />
|damage=80<br />
|startup=2<br />
|active=<br />
|recovery=<br />
|advantage=<br />
|images=GGST Axl Low Ground Throw.png<br />
|type=other<br />
}}<br />
<br />
===Air Throw Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=Air Throw<br />
|input=Air Throw<br />
|guard=Air Throw<br />
|invul=<br />
|damage=80<br />
|startup=2<br />
|active=<br />
|recovery=<br />
|advantage=<br />
|images=GGST Axl Low Air Throw.png<br />
|type=other<br />
}}<br />
<br />
==Special Moves==<br />
===[4]6S Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=Sickle Flash<br />
|input=[4]6S<br />
|guard=All<br />
|invul=<br />
|damage=37<br />
|startup=24<br />
|active=15<br />
|recovery=29<br />
|onBlock=-19~-9<br />
|onHit=<br />
|images=GGST Axl Low Sickle Flash.png<br />
|type=special<br />
|notes=Projectile;Disappears if user gets hit;30F charge time;Listed Frame Adv based on closest possible Sickle Flash;<br />
}}<br />
<br />
===[4]6S 8 Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=Soaring Chain Strike<br />
|input=[4]6S 8<br />
|guard=All<br />
|invul=<br />
|damage=30<br />
|startup=8<br />
|active=16<br />
|recovery=34<br />
|onBlock=-11<br />
|onHit=<br />
|images=GGST Axl Low Soaring Chain Strike.png<br />
|type=special<br />
}}<br />
<br />
===[4]6S 2 Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=Spinning Chain Strike<br />
|input=[4]6S 2<br />
|guard=Low<br />
|invul=<br />
|damage=57<br />
|startup=7<br />
|active=36 [79]<br />
|recovery=19<br />
|onBlock=-6<br />
|onHit=<br />
|images=GGST Axl Low Spinning Chain Strike.png<br />
|type=special<br />
}}<br />
<br />
===[4]6S S Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=Winter Cherry<br />
|input=[4]6S S<br />
|guard=All<br />
|invul=<br />
|damage=40 [60]<br />
|startup=18 [22]<br />
|active=<br />
|recovery=<br />
|onBlock=-3 [+10]<br />
|onHit=<br />
|images=GGST Axl Low Winter Cherry.png<br />
|type=special<br />
}}<br />
<br />
===41236H Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=Winter Mantis<br />
|input=41236H<br />
|guard=Ground Throw<br />
|invul=<br />
|damage=61/62<br />
|startup=28<br />
|active=20<br />
|recovery=34<br />
|advantage=<br />
|images=GGST Axl Low Winter Mantis.png<br />
|type=special<br />
}}<br />
<br />
===214S Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=Rainwater<br />
|input=214S<br />
|guard=All<br />
|invul=<br />
|damage=40<br />
|startup=24<br />
|active=3<br />
|recovery=21<br />
|onBlock=+3<br />
|onHit=<br />
|images=GGST Axl Low Rainwater.png<br />
|type=special<br />
}}<br />
<br />
===214H Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=Snail<br />
|input=214H<br />
|guard=All<br />
|invul=<br />
|damage=45<br />
|startup=17<br />
|active=12<br />
|recovery=29<br />
|onBlock=-24<br />
|onHit=<br />
|images=GGST Axl Low Snail.png<br />
|type=special<br />
}}<br />
<br />
===j.214H Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=Snail<br />
|input=j.214H<br />
|guard=All<br />
|invul=<br />
|damage=45<br />
|startup=16<br />
|active=9<br />
|recovery=X+10<br />
|onBlock=-25<br />
|onHit=<br />
|images=GGST Axl Low Snail.png<br />
|type=special<br />
}}<br />
<br />
===j.623H Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=Axl Bomber<br />
|input=j.623H<br />
|guard=All<br />
|invul=<br />
|damage=80<br />
|startup=9<br />
|active=<br />
|recovery=<br />
|onBlock=-22<br />
|onHit=<br />
|images=GGST Axl Low Axl Bomber.png<br />
|type=special<br />
}}<br />
<br />
==Overdrives==<br />
===236236H Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=Sickle Storm<br />
|input=236236H<br />
|guard=All<br />
|invul=1~15F Strike<br />
|damage=150<br />
|startup=11+1<br />
|active=8(24)13<br />
|recovery=26<br />
|onBlock=-2<br />
|onHit=<br />
|images=GGST Axl Low Sickle Storm.png<br />
|type=super<br />
}}<br />
<br />
===632146P Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=One Vision<br />
|input=632146P<br />
|guard=<br />
|invul=<br />
|damage=<br />
|startup=5+22<br />
|active=<br />
|recovery=<br />
|advantage=<br />
|images=GGST Axl Low One Vision Installation.png<br />
|type=super<br />
}}<br />
<br />
===632146P Attack Data===<br />
{{MoveData-GGST<br />
|chara=Axl Low<br />
|name=One Vision<br />
|input=632146P Attack<br />
|guard=All<br />
|invul=<br />
|damage=<br />
|startup=7+0<br />
|active=1<br />
|recovery=<br />
|advantage=<br />
|images=GGST Axl Low One Vision Activation.png<br />
|type=super<br />
}}<br />
<br />
==Category==<br />
{{Navbar-GGST}}</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=User:Johhny/sandbox&diff=210589User:Johhny/sandbox2021-05-08T23:52:43Z<p>Johhny: </p>
<hr />
<div>{| class="wikitable"<br />
!width="95"|Name (English/Japanese) !! width="85"|Color<br />
!width="125"|Location !! Common<br>Venues !! Contact !! Status !! Notes !! Example Play<br />
|-<br />
| - || style="text-align:center;"| [[File:AC_Order-Sol_normal_h.png|enter|90px]]<br />
| - || - || - || - || || <br />
|-<br />
|}</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=User:Johhny/sandbox&diff=210588User:Johhny/sandbox2021-05-08T23:52:04Z<p>Johhny: Replaced content with "{| class="wikitable" !width="95"|Name (English/Japanese) !! width="85"|Color !width="125"|Location !! Common<br>Venues !! Contact !! Status !! Notes !! Example Play |- | C..."</p>
<hr />
<div>{| class="wikitable"<br />
!width="95"|Name (English/Japanese) !! width="85"|Color<br />
!width="125"|Location !! Common<br>Venues !! Contact !! Status !! Notes !! Example Play<br />
|-<br />
| CWheezy) || style="text-align:center;"| [[File:AC_Order-Sol_normal_h.png|enter|90px]]<br />
| USA || GGPO || - || Active || || <br />
|-<br />
| Orrax Luke || style="text-align:center;"| [[File:GGACR_Order-Sol_normal_p.png|enter|90px]]<br />
| USA || GGPO || - || Active || || <br />
|-<br />
|}</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGACR/Axl_Low/Combos&diff=210189GGACR/Axl Low/Combos2021-05-04T06:29:38Z<p>Johhny: /* Metered Combos */</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|game=GGACR|width=85%|additional=}}<br />
<br style="clear:both;"><br />
=== Template ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|1|Very Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|2|Easy}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|3|Medium}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|4|Hard}} || <br />
|-<br />
| combo transcript || where || Net Gain || who || {{clr|5|Very Hard}} ||<br />
|}<br />
<br />
==Combo List==<br />
=== Meterless Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|3|[4]6S}} || Anywhere || Net Gain || Everyone || {{clr|1| Very Easy}} || Basic confirm into Rensen ender. The backwards direction should be held before 5K is input. [https://www.youtube.com/watch?v=hhiPANy1jx0 Link] <br />
|-<br />
| {{clr|2|5K}} > {{clr|1|3P}} > {{clr|4|2H}} > {{clr|5|2D}} > {{clr|3|[4]6S}} || Anywhere || Net Gain || Everyone || {{clr|1| Very Easy}} || More extensive version of Axl's standard Rensen combo. The charge should be input after the {{clr|1|3P}}, and {{clr|4|2H}} should be input as 1H. [https://www.youtube.com/watch?v=A3C7EQR_Whs Link]<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|[4]6S}} || Anywhere || Net Gain || Everyone || {{clr|1| Very Easy}} || [https://www.youtube.com/watch?v=4G9lLCIJinU Link]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|f.S}} > {{clr|3|[4]6S}} || Anywhere || Net Gain || Everyone || {{clr|2| Easy}} || Combo off of {{clr|1|2P}} poke. {{clr|1|2P}} should be input as {{clr|1|1P}}, and then the stick should be moved to 4 to get {{clr|3|f.S}} and not {{clr|3|2S}} before unleashing Rensen. Will not work from farther ranges. [https://www.youtube.com/watch?v=4l97QP0Fybk link]<br />
|-<br />
| (AA){{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > sjc > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|3|j.63214S}} || Anywhere || Net Gain || Everyone || {{clr|1|Very Easy}} || Good damage air combo off of anti-air {{clr|1|5P}}. [https://www.youtube.com/watch?v=FtanEAUgxuQ Link]<br />
|-<br />
| (Throw or {{clr|1|214P}}/{{clr|2|K}}) > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > sjc > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|3|j.63214S}} || Midscreen || Net Gain || Everyone || {{clr|2|Easy}} || The link from Throw to {{clr|1|5P}} can be a bit tricky to get down. [https://www.youtube.com/watch?v=2VdsCcQAQLE Link]<br />
|-<br />
| (Throw) > {{clr|3|2S}} > jc > {{clr|5|j.D}} > {{clr|4|j.623H}} ▷ {{clr|3|2S}} > jc > {{clr|5|j.D}} > {{clr|4|j.623H}} ▷ {{clr|3|[4]6S}} -> 2/3  || Corner || Net Gain || Everyone || {{clr|2|Easy}} || Can be a bit tricky to get all the hits from Rensen's 2 follow-up. [https://www.youtube.com/watch?v=T2QhwzgqMK0 Link]<br />
|}<br />
<br />
=== Metered Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| (Ground Gatlings) > {{clr|5|2D}} > {{clr|3|[4]6S}} > FRC > 66 > {{clr|3|c.S}} > {{clr|3|2S}} > jc > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|3|j.63214S}} || Anywhere || -25 || Anyone || {{clr|2|Easy}} || Easy once you get the Rensen FRC timing down. [https://www.youtube.com/watch?v=We6izf5pytM Link]<br />
|-<br />
| (Ground Gatlings) > {{clr|5|2D}} > {{clr|3|[4]6S}} > FRC > 66 > {{clr|3|c.S}} > {{clr|3|2S}} > jc > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|5|j.623D}} > j.66 > {{clr|5|j.D}} > {{clr|4|j.623H}} â–· {{clr|4|623H}} > {{clr|4|623H}} || Near Corner || -50 || non-Lightweights || {{clr|3|Medium}} || Opponent can slip out if scaling is too high. [https://www.youtube.com/watch?v=z-R4ftPTlgI Link]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|2S}} > jc > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|5|j.623D}} > j.66 > {{clr|5|j.D}} > {{clr|4|j.623H}} â–· {{clr|3|2S}} > jc > {{clr|5|j.D}} > {{clr|4|j.623H}} â–· {{clr|3|[4]6S}} -> 2/3 || Near Corner || -25 || non-Lightweights || {{clr|3|Medium}} || High damage combo off of anti-air {{clr|2|6K}}. [https://www.youtube.com/watch?v=OAUKrMe0kJI link]<br />
|-<br />
| {{clr|1|5P}} > {{clr|2|6K}} > jc > {{clr|1|j.6P}} > {{clr|5|j.623D}} > j.66 > {{clr|5|j.D}} > {{clr|4|j.623H}} â–· 2S > jc > {{clr|5|j.D}} > {{clr|4|j.623H}} â–· {{clr|3|[4]6S}} -> 2/3 || Near Corner || -25 || non-Lightweights || {{clr|3|Medium}} || Anti-air {{clr|1|5P}}. [https://www.youtube.com/watch?v=BIvMVQyCbTo link]<br />
|-<br />
| (Ground Gatlings) > {{clr|5|2D}} > {{clr|3|[4]6S}} > FRC > 66 > {{clr|4|5H}} > {{clr|4|6H}} > {{clr|2|5K}} > {{clr|3|2S}} > sjc > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|3|j.63214S}} || Midscreen || -25 || who || {{clr|5|Very Hard}} ||[https://www.youtube.com/watch?v=vRI5K5GK1V0 link]<br />
|-<br />
| (Ground Gatlings) > {{clr|4|2H}} > FRC, 66 > {{clr|3|c.S}} > {{clr|3|2S}} > jc, > {{clr|5|j.D}} > {{clr|4|j.623H}}, {{clr|3|2S}} > jc, {{clr|5|j.D}} > {{clr|4|j.623H}}, {{clr|3|[4]6S}} > 2 || Corner || -25 || All || {{clr|3|Medium}} || Combo will need to be adjusted according to character weight.<br />
|-<br />
| (Ground Gatlings) > {{clr|5|2D}} > {{clr|3|[4]6S}} > FRC > 66 > {{clr|4|5H}} > {{clr|4|6H}} > {{clr|2|5K}} > {{clr|2|2S}} > sjc > {{clr|5|j.D}} > {{clr|4|j.623H}} â–· {{clr|3|[4]6S}} -> 2/3 || Corner || -25 || who || {{clr|5|Very Hard}} || [https://www.youtube.com/watch?v=EyMgQ_VR20s link]<br />
|}<br />
<br />
=== Counter-hit Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|4|6H}}, {{clr|2|5K}} > {{clr|1|5P}}(1) > {{clr|3|2S}} > sjc > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|3| j.63214S}} || Anywhere || Net Gain || who || {{clr|2|Easy}} ||<br />
|}<br />
<br />
=== {{clr|5|5D}} Combos ===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| {{clr|5|5D}} > {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|3|j.S(1)}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|3|j.63214S}} || Anywhere || Net Gain || Everyone || {{clr|2|Easy}} ||<br />
|-<br />
| {{clr|5|5D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|5|j.D}} > {{clr|4|j.623H}} â–· {{clr|3|2S(2)}} > {{clr|5|j.D}} > {{clr|4|j.623H}} â–· {{clr|3|[4]6S}} -> 2/3 || Near Corner/Corner || Net Gain || Everyone (needs testing) || {{clr|3|Medium}} ||<br />
|-<br />
| {{clr|5|5D}} > {{clr|5|j.D}} > jc > {{clr|5|j.D}}, {{clr|5|j.D}} > {{clr|2|6K(2)}} â–· {{clr|3|2S(2)}} > {{clr|5|j.D}} > {{clr|4|j.623H}} â–· {{clr|3|[4]6S}} -> 2/3 || Near Corner/Corner || Net Gain || Everyone || {{clr|4|Hard}} || Impossible Dust combo.<br />
|}<br />
<br />
==Combo Theory==<br />
<br />
Axl is a character whose overall combos are composed of a multitude of small parts glued together. That is true for a lot of characters in Guilty Gear, but especially so for Axl, since he sports far more range than the average character and thus has to have the ability to alter his confirms on the fly to adjust for starter, spacing, opponent’s weight and hurtbox, combo length and available meter. <br />
<br />
His character archetype also rewards the player for having the ability to follow through with these random confirms, since his very committal neutral options otherwise skew the risk/reward against him if the player is not able to capitalize fully on stray hits, making some matchups a lot less favorable overall. Characters like Chipp can make neutral a nightmare for Axl, and without the ability to two or three-touch them, he would have a much harder time.<br />
<br />
Given this, it’s important to keep in mind that you can and should look to make every hit count as much as possible.<br />
<br />
===Combo Structure===<br />
<br />
Given the above, it's important to be able to identify how you can arrive at these big damage extensions. The most straightforward way to start learning this is split up your combo routes into different chunks, which will follow more or less this structure:<br />
<br />
Ground-to-ground > Launcher > Ground-to-air > jump cancel > Air Extension<br />
<br />
The important part is that you can actually slot into this sequence at any point in the middle, and the overall structure will still follow.<br />
<br />
* '''Ground-to-ground''': These will be your grounded confirms. Generally you will look for these to end in Rensen, which gets you a knockdown, but can be FRC'd and turned into a launcher.<br />
* '''Launcher''': Rensen FRC will be your main bread-and-butter move to slot into this part, but there are also throws, and some other moves that can do this in slightly more niche situations.<br />
* '''Ground-to-air''': This includes a couple of moves: Anti-airs starting from your main big normals like {{clr|1|5P}}, {{clr|3|2S}} and {{clr|2|6K}}, and sequences that link or gatling into the former and allow you to connect your launcher (generally, Rensen FRC) to them. The latter can also function as anti-airs, even though it's not their main purpose.<br />
* '''Air Extension''': Your main damage dealing sequence, with choice for damage, corner carry, knockdown or tech trap/reset.<br />
<br />
==Starter Routes==<br />
Axl gets most of his damage from air extensions. These can be arrived at from almost any kind of hit you land, provided you have enough meter or confirm into the right route. The ground routes mostly rely on Rensen FRC to launch into an air extension, which can be tricky at first until you have the timing down. Due to this, it’s advisable to learn the air extensions from anti air starters, and focus on those as your main source of damage at first. Anti air starter routes will still be one of the best ways of dealing damage even after getting Rensen FRC down, due to the amount of damage {{clr|5|FB Bomber}} tacks on and how combos scale, so it’s important to learn to confirm from the different starters Axl has.<br />
<br />
===Ground-to-ground Sequences===<br />
The main goal of your ground-to-ground strings will depend on the context. Without meter, the answer is pretty straightforward: Do as much damage as possible with gatlings, then cancel your last normal into Rensen to guarantee knockdown and pressure. With 25 meter, however, you open up the possibility of spending it on Rensen FRC, which launches the opponent for an air extension. Whether you do that or not will have to take into account how much meter you have, how close you are to the corner, how long the combo is on the ground at the moment of launching, and how close your opponent is to dying that you can afford to spend meter to do less-than-efficient damage.<br />
<br />
This is because the main corner carry into knockdown routes Axl has out of ground-to-ground confirms rely on meter for {{clr|5|FB Bomber}}. This means that, if you started from a {{clr|2|5K}} into a long string, spending 50 meter to go into Rensen FRC and an extension using {{clr|5|FB Bomber}} just to tack on damage, you might be using your meter ''very'' inefficiently, not just because of proration but also because of combo length untech time decay and gravity increase (the longer a combo is, the less untech time you get off your juggles, and the faster the opponent falls).<br />
<br />
There are situations where you will still want to do this, of course, but it’s important that it’s a conscious decision that you make for reasons such as, for example:<br />
* The combo will kill<br />
* The guard bar is cranked thus the extension damage won’t be as prorated<br />
* You’re too far from the corner to go into a corner knockdown with a meterless extension and the matchup demands you lock down your opponent when you have the chance<br />
* You want to style on your opponent (always valid)<br />
<br />
====Sample Ground Sequences====<br />
These are all extremely varied and a lot of them work, feel free to experiment!<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
!style="width:20%"| Sequence !! style="width:20%"| Meter cost !! style="width: 60%;"| Notes<br />
|-<br />
| {{clr|2|2K}} > {{clr|5|2D}} > Rensen || || {{clr|2|2K}} is an amazing panic button and overall footsie tool because of how low profile it is, but it is 70% prorated when used as a starter. Because of that, it is important to keep in mind that spending meter on a {{clr|2|2K}} starter combo is generally extremely inefficient. [https://www.youtube.com/watch?v=79Iv1UWkiJ0 Link]<br />
|-<br />
| {{clr|2|5K}} > {{clr|1|3P}} > {{clr|4|2H}} > {{clr|5|2D}} > Rensen || || [https://www.youtube.com/watch?v=A3C7EQR_Whs Link]<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|fS}} > Rensen || || {{clr|3|fS}} > Rensen is a combo only on crouching characters or at relatively close distances, or on a counterhit starter {{clr|3|fS}} [https://www.youtube.com/watch?v=xvPK_CAync8 Link]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|fS}} > Rensen || || See above [https://www.youtube.com/watch?v=4l97QP0Fybk Link]<br />
|-<br />
| Counterhit {{clr|4|6H}}, ({{clr|3|cS}} or {{clr|2|5K}} >) {{clr|4|2H}} > {{clr|5|2D}} > Rensen || || Whether you can link a {{clr|3|cS}} or not depends on if you are in range for it after landing. You might be able to do {{clr|3|cS}} > {{clr|4|5H}} if you land particularly close. [https://www.youtube.com/watch?v=7XakvA92VUQ Link]<br />
|-<br />
| {{clr|3|cS}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || || With Rensen FRC, this is your max damage ground-to-ground punish starter [https://www.youtube.com/watch?v=MGx-UKu0QwU link]<br />
|-<br />
|}<br />
<br />
All routes can be extended into Rensen-2 in the corner, sometimes midscreen. Versus lighter characters, Rensen-8 can lead into tech trap setups.<br />
<br />
Every time you end in Rensen, you can FRC it. This will launch the opponent, and you can choose to pick up in a variety of ground-to-air ways. If following up with close-range stuff, this will require you to input a dash right out of your FRC. In some cases, 6FRC6 can be a way to guarantee dashing out of it fast enough.<br />
<br />
===Ground-to-air Sequences - Close Range===<br />
These sequences all have one very important quality: They gatling or link into Axl’s long range jump cancelable normals, {{clr|3|2S}} and {{clr|2|6K}}. As a rule of thumb, {{clr|1|5P}} is used for the situations where a {{clr|3|2S}} will not reach. If {{clr|1|5P}} > {{clr|3|2S}} does not reach, you can generally go into {{clr|2|6K}} from {{clr|1|5P}} in most situations.<br />
<br />
As always, as long as the opponent is airborne, there is no reason why your combo can't start on one of these sequences.<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
!style="width:20%"| Sequence !!style="width:20%"| Meter cost !!style="width:60%"| Notes<br />
|-<br />
| {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} || ||<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|2S}} || || Simplest guaranteed pickup after Rensen FRC launch <br />
|-<br />
| {{clr|3|cS}} > {{clr|3|2S}} || || If picking up from a Rensen FRC launch, this requires you to dash right under them to avoid getting {{clr|3|fS}}, which doesn't gatling into {{clr|3|2S}}<br />
|-<br />
| {{clr|4|5H}} > {{clr|4|6H}}, ({{clr|2|5K}} >) {{clr|3|2S}} || || Whether you have enough time to link {{clr|3|2S}} or have to link {{clr|2|5K}} first is character, spacing and preceding combo length dependent. This is the optimal Rensen FRC followup for damage<br />
|-<br />
| {{clr|3|S Benten}} FRC, {{clr|1|5P}} > {{clr|2|6K}} or {{clr|3|2S}} || 25 || {{clr|1|5P}} will link at most ranges, {{clr|3|2S}} will link in the corner. Near the corner, {{clr|1|5P}} > {{clr|3|2S}} will work as well.<br />
|-<br />
| {{clr|3|S Benten}} trade, {{clr|1|5P}} > {{clr|2|6K}} or {{clr|3|2S}} || || Obviously depends on what you traded with, but the situation where a trade allows you to link into at least {{clr|1|5P}} comes up more often than you’d think<br />
|-<br />
|}<br />
<br />
===Ground-to-air Sequences - Far Range===<br />
These are your staple ground-to-air. You will be very happy to have landed a hit with any of them, and all of them can lead into big damage and knockdown with the right conditions (meter, opponent’s spacing, distance to the corner). Generally, these can also be seen as an extension of the close range starters mentioned above.<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
!style="width:20%"| Sequence !!style="width:20%"| Meter cost !!style="width:60%"| Notes<br />
|-<br />
| {{clr|3|2S}} || || Big, juicy jump cancelable starter. One of your ideal AA starters, if not the best [https://www.youtube.com/watch?v=oz2JgIIxN4w link]<br />
|-<br />
| {{clr|3|2S}} > {{clr|2|6K}}(1) > {{clr|3|2S}} || || This starter sequence out of {{clr|3|2S}} is important in situations where you get a {{clr|3|2S}} hit that is very close to you, since it can make it difficult to link into a rising normal when jump canceling. The {{clr|2|6K}}(1) > {{clr|3|2S}} extension pushes them away and tacks on not-insignificant damage as well, and can also help make your route burst safe. Some characters’ jump arcs, like Order-Sol’s, are such that having this confirm down is crucial in order to get proper damage out of {{clr|3|2S}} [https://www.youtube.com/watch?v=YQGwgzaeI2o link]<br />
|-<br />
| {{clr|1|5P}} > {{clr|3|2S}} || || General go-to confirm when reacting to an IAD [https://www.youtube.com/watch?v=7_enR1bHH7U link]<br />
|-<br />
| ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} || || For {{clr|3|2S}} to hit off a raw {{clr|2|6K}} you have to be rather close. At that range, {{clr|1|5P}} covers a similar area, and is faster and safer to whiff in most situations, but raw {{clr|2|6K}} will still hit certain positions that {{clr|1|5P}} will not. The full {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} sequence is prone to being very finnicky when trying to pick it up off a jump cancel, and the last {{clr|3|2S}} hit will tend to whiff on certain hurtboxes, like Ky's [https://www.youtube.com/watch?v=FtanEAUgxuQ link]<br />
|-<br />
| ({{clr|1|5P}}) > {{clr|2|6K}} > hjc, {{clr|1|j6P}} || Requires 25 for extension || In situations where the above {{clr|3|2S}} will whiff, hjc into {{clr|1|j6P}} will connect, though it's a tight link. It can be hard for the opponent to tech out of it, though. This route only has {{clr|5|FB Bomber}} as an extension, so requires meter to do so [https://www.youtube.com/watch?v=ac4G23Vmf2Y link]<br />
|}<br />
<br />
===Throw Starter Sequences===<br />
These also apply to the {{clr|1|214P}} and {{clr|2|214K}} catch counters. When going for throw combo extensions, remember that throws are prorated by 50% (65% for the counters). Mind your meter usage.<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! style="width:20%"| Sequence !!style="width:20%"| Works on: !!style="width:20%"| Position !!style="width:40%"| Notes<br />
|-<br />
| (Throw), microdash, {{clr|2|5K}} > ({{clr|1|5P}}) > {{clr|3|2S}} || Everyone except Jam, Kliff || Midscreen || This is the only sequence that works on Johnny. You can skip the {{clr|1|5P}} vs some hurtboxes [https://www.youtube.com/watch?v=87nARfhQ0rY link]<br />
|-<br />
| (Throw), Rensen || Everyone || Midscreen || [https://www.youtube.com/watch?v=_1mTB1e-Iyw link]<br />
|- <br />
| (Throw), {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} || Some characters || Midscreen || Very tight when trying to pick up in the air with an extension, only works on some characters [https://www.youtube.com/watch?v=2VdsCcQAQLE link]<br />
|-<br />
| (Throw), {{clr|1|5P}} > {{clr|3|2S}} || Some characters || Midscreen || [https://www.youtube.com/watch?v=E9YNkCF25gI link]<br />
|-<br />
| (Throw), {{clr|1|5P}} > {{clr|3|2S}} || Everyone || Corner || Good for burst safe routes [https://www.youtube.com/watch?v=cBKGOPZxBbU link]<br />
|-<br />
| (Throw), microwalk, {{clr|3|2S}} || Everyone || Corner || Main pickup for meterless bomber loop extension in the corner [https://www.youtube.com/watch?v=T2QhwzgqMK0 link]<br />
|-<br />
| (Throw), {{clr|2|6K}} > {{clr|3|2S}} || Many characters. Will not work on: Testament, Ky, Robo-Ky, Johnny || Midscreen || {{clr|2|6K}} link timing is character dependent [https://www.youtube.com/watch?v=ukmQ_oGmlf0 link]<br />
|-<br />
| (Throw), {{clr|1|5P}} > {{clr|2|6K}} > hjc, {{clr|1|j6P}} || Everyone except Johnny || Midscreen || {{clr|1|5P}} helps give {{clr|2|6K}} a lot more stability. Only metered routes will work out of {{clr|1|j6P}} [https://www.youtube.com/watch?v=czMLdbD6A_I link]<br />
|-<br />
|}<br />
<br />
===Niche Launcher Sequences===<br />
These starters will launch the opponent but are a lesser common occurrence in games, but they still have very relevant uses and should be kept in mind.<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
!style="width:20%"| Sequence !! style="width:20%"| Meter cost !! style="width: 60%;"| Notes<br />
|-<br />
| Counterhit {{clr|4|5H}} || || Massive hitstun and ground bounce on counterhit, can do pretty much whatever you want off of this. Opponents will want to burst this a lot<br />
|-<br />
| {{clr|4|H Bomber}} || || {{clr|1|5P}} links midscreen, {{clr|3|2S}} links in the corner<br />
|-<br />
| Counterhit {{clr|5|FB Rensen}} || 25 || Normally techable before you can link {{clr|3|2S}}, counterhit allows you to pick it up<br />
|-<br />
| Counterhit Rensen-8 || || Same as {{clr|5|FB Rensen}}. If hit meaty enough, non counterhit rensen-8 can link into {{clr|1|5P}} or {{clr|3|2S}}, but this is very unusual<br />
|-<br />
| {{clr|4|H Raieisageki}} RC || 50 || Gimmicky but always fun. On RC you teleport to the ground so your distance to the opponent will vary<br />
|-<br />
| {{clr|3|S Benten}} FRC || 25 || Axl’s fastest attack that will link from a {{clr|4|6H}} hit. Will only fail to link on a crouching opponent if {{clr|4|6H}} hits on the first 2 active frames. His next fastest option, {{clr|2|5K}}, is 2f slower. On hit, {{clr|1|5P}} will connect midscreen, {{clr|3|2S}} will connect in the corner<br />
|-<br />
| {{clr|3|S Benten}} trade || || Similar to {{clr|3|S Benten}} FRC, but depends on what normal you traded with in the first place. Linking with {{clr|1|5P}} after an {{clr|3|S Benten}} trade is fairly common, though.<br />
|-<br />
|}<br />
<br />
==Air Extensions==<br />
<br />
These are your main way to add real damage and knockdowns to stray anti air hits, and make the most out of late-blockstring frametrap and stray Rensen FRC hits. They’re also the most finnicky part of Axl’s combo theory, and will require a lot of trial and error before you can confidently convert a random {{clr|1|5P}} midscreen into bomber loops in the corner.<br />
<br />
When going for these, you should establish your main goal before you start the combo:<br />
<br />
* Did your combo start on a ground string? How long is it before transitioning into an air extension? The longer the combo is, the faster the opponents will fall, and the shorter the untech time becomes. Some routes become infeasible on either very long or very short combo routes.<br />
* If your combo has had a relatively short string before the launch, you're close to the corner and have 25 meter for {{clr|5|FB Bomber}}, then going for the main {{clr|5|FB Bomber}} into 2x {{clr|4|H Bomber}} loop is one of the most straightforward ways to add a lot of damage, so you should actively aim to go for that in situations that allow it. This is especially true when your starter was an AA hit, since it gives you a lot of unprorated damage and a knockdown for modest meter spend.<br />
* If you’re in the corner already, your route is rather long, you are not sitting on a ton of meter and/or going for a safe knockdown would be better than spending meter on an {{clr|5|FB Bomber}} loop that will not kill, consider going for a basic {{clr|4|H Bomber}} loop instead, which is generally also a lot less finicky. This is also a more efficient use (or lack thereof) of meter in highly prorated throw combos.<br />
<br />
Some notes about {{clr|5|FB Bomber}} extensions:<br />
<br />
* Connecting the airdash {{clr|5|jD}} > {{clr|4|H Bomber}} is the trickiest part. You have no buffer to input the airdash after {{clr|5|FB Bomber}}, but there is more time than you’d think to do it.<br />
* The other tricky part about this is that in order to connect with {{clr|4|H Bomber}} out of {{clr|5|jD}}, the opponent needs to be slightly below you. This means that, often, you will need to manually delay your {{clr|5|jD}} in order to let the opponent fall slightly more. The good news is that you have more time to do this than you’d think -- plenty of situations are salvageable by delaying your {{clr|5|jD}} ever so slightly more. <br />
* The situations where this manual delay happens and how long it needs to be are all contextual, as usual: combo length, character weight and hurtbox, and what was your string preceding {{clr|5|FB Bomber}} like. As a general rule, the more hits you tack on prior to {{clr|5|FB Bomber}}, the higher the character will be launched and the more they will need to fall for {{clr|4|H Bomber}} to connect. This is counterbalanced by a higher combo length making characters fall faster, so there’s a lot of eyeballing involved.<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! style="width:20%"| Sequence !!style="width:20%"| Meter Cost !!style="width:20%"| Position !!style="width:40%"| Notes<br />
|-<br />
| (Starter sequence ending in {{clr|3|2S}}) > hjc, {{clr|4|jH}} > {{clr|5|jD}} > Kokuugeki || 0 || Midscreen, Near Corner || Good meterless damage that works on everyone<br />
|- <br />
| (Starter sequence, preferably close range ground-to-air) > {{clr|4|H Benten}} > {{clr|4|H Benten Followup}} || 0 || Midscreen || Meterless knockdown. Will sometimes not work depending on opponent's position and preceding starter length<br />
|-<br />
| (Starter sequence ending in {{clr|3|2S}}) > jc or hjc, {{clr|5|jD}} > {{clr|4|H Bomber}} â–· {{clr|3|2S}} > {{clr|5|jD}} > {{clr|4|H Bomber}} â–· Rensen > Rensen-2 || 0 || Corner || Meterless Bomber loop<br />
|-<br />
| (Starter sequence ending in {{clr|3|2S}}) > jc or hjc, {{clr|5|jD}} > {{clr|4|H Bomber}} â–· {{clr|3|2S}} > {{clr|4|H Benten}} > {{clr|4|H Benten Followup}} || 0 || Corner<br />
|| Meterless alternative to Bomber loop<br />
|-<br />
| (Starter sequence ending in {{clr|3|2S}}) > jc or hjc, {{clr|5|jD}} > {{clr|5|FB Bomber}}, airdash, {{clr|5|jD}} > {{clr|4|H Bomber}} â–· {{clr|3|2S}} > {{clr|4|H Bomber}} â–· Rensen > Rensen-2 || 25 || Corner or Near Corner || For lightweights lower to the ground. Lightweight characters with small hurtboxes tend to float too high when your pre-{{clr|5|FB Bomber}} string is too long.<br />
|-<br />
| (Starter sequence ending in {{clr|3|2S}}) > jc or hjc, TK {{clr|5|FB Bomber}}, airdash, {{clr|5|jD}} > {{clr|4|H Bomber}} ▷ {{clr|3|2S}} > {{clr|4|H Bomber}} ▷ Rensen > Rensen-2 || 25 || Corner or Near Corner || For lightweights higher up. If you’re too far away from them, sometimes you are forced to go directly into TK {{clr|5|FB Bomber}}.<br />
|- <br />
| (Starter sequence ending in {{clr|3|2S}}) > jc or hjc, {{clr|2|jK}} > {{clr|5|jD}} > {{clr|5|FB Bomber}}, airdash, {{clr|5|jD}} > {{clr|4|H Bomber}} â–· {{clr|3|2S}} > {{clr|4|H Bomber}} â–· Rensen > Rensen-2 || 25 || Corner or Near Corner || For heavyweights lower to the ground. Rising {{clr|2|jK}} hits early enough that it pushes the heavyweights further up, giving you more launch off {{clr|5|FB Bomber}} (which you want for them)<br />
|- <br />
| (Starter sequence ending in {{clr|3|2S}}) > jc or hjc, {{clr|4|jH}} > {{clr|5|jD}} > {{clr|5|FB Bomber}}, airdash, {{clr|5|jD}} > {{clr|4|H Bomber}} â–· {{clr|3|2S}} > {{clr|4|H Bomber}} â–· Rensen > Rensen-2 || 25 || Corner or Near Corner || For middleweights and heavyweights higher off the ground. This will work pretty often and does good damage, but as usual, your mileage might vary depending on the situation.<br />
|- <br />
| (Starter sequence ending in {{clr|3|2S}}) > jc or hjc, (any of the above pre-{{clr|5|FB Bomber}} strings) > {{clr|5|FB Bomber}}, {{clr|4|H Bomber}} â–· {{clr|3|2S}} > {{clr|4|H Bomber}} â–· Rensen > Rensen-2 || 25 || Corner or Near Corner || On heavy characters, and in longer combos, you will sometimes not get the chance to connect with airdash {{clr|5|jD}}. This does less damage, but is more stable even when airdash {{clr|5|jD}} would connect (though it will generally not connect in lightweight characters or if your pre-bomber string floated them too high).<br />
|}<br />
<br />
==Video Examples==<br />
<br />
<br />
==Navigation==<br />
{{#lst:GGACR/Axl Low/Data|Links}}<br />
{{Navbar-GGACR}}</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGACR/Axl_Low&diff=210185GGACR/Axl Low2021-05-04T05:38:12Z<p>Johhny: </p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview= Axl is a dork, and you'll love him all the more for it. Based off of Guns N' Roses' own Axl Rose, Axl is a British goofball who has easily the highest range in the game.<br />
<br />
Jumping against Axl is suicide, since he can cover most of the entire screen with normals that cover a huge amount of the stage and can lead into big damage combos. He has an unblockable command grab, two crossup attacks, two counters, a frame-one autoguard move, and surprising damage potential for a character who's built for range when he's near the corner (and excellent corner carry with meter). Rensengeki is a good projectile that works for pressure and combos that becomes even more useful with FRC, eating through other projectiles and has two follow-ups, one for catching jump attempts and the other for tacking on damage and knockdown at close range. He can bait reversal options with his counters and some of his long ranged normals (3P in particular). However, when opponents are in Axl's face, there's very little he can do about it. His super is easy to bait, his Dead Angle is slow and has a bad hitbox, and Hachisubako (autoguard DP-esque move) is weak to lows and unsafe on block. If you like keeping the pressure on from a bit far away, Axl might just be the character for you. <br />
|lore= <br />
|summary= is a mid-range offense specialist and anti-air'er supreme.<br />
|pros=<br />
* '''Big Normals That Vacuum''': Several of Axl's normals have him draw the opponent in with his sickles. This allows him to mount pressure from a distance.<br />
* '''Incredible Anti-Airs''': Axl's anti-airs are large, active, and have good reward making the air very dangerous for many characters.<br />
* '''Strong Corner Carry''': Several of Axl's combos give significant corner carry when done midscreen. Rensen can be FRC'd, extending his combo even further and allowing him to bring his opponent straight into the corner. <br />
* '''Obscene punishes''': Axl gets to ramp up guard bar really easily, especially with meter, and can confirm high damage in a lot of scenarios.<br />
* '''Throw Combos''': Axl has some of the best combos from his throw in the game, including good ways to control positioning, get knockdown, or even do pretty respectable damage, despite the punishing scaling on throw combos.<br />
* '''Powerful tech-traps''': Axl's ability to bait and punish air-techs can be very rewarding and lead to big damage.<br />
* '''Counter Zoning''': Axl can counter most forms of zoning thanks to Rensen and his long, active buttons.<br />
|cons=<br />
* '''Neutral is very committal''': Axl's long range buttons have very long recoveries and total frames. As a result every button press locks him into his decision for a very long time, and as a result a mistake can leave him open for a long time.<br />
* '''Mediocre mixups''': Axl's tools for opening up opponents tend to be very reactable, so at a high level his mixups rely on catching the opponent off guard with lots of conditioning.<br />
* '''No jab''': Axl doesn't have a fast, safe thing to whiff like most characters (his fastest normal is his 6 frame {{clr|2|5K}}), and this also makes him very vulnerable to tick throws.<br />
* '''Meter-hungry''': Axl is strong and versatile with meter, but significantly more limited in ability to convert hits, maintain offensive momentum, or even play neutral safely without it.<br />
|unique_mechanic1_name= Held Buttons<br />
|unique_mechanic1=Axl can hold down the attack button on his chain-sickle normals to skip the second hit of any of his multi-hitting normals. Used only for niche instances where you want to push the opponent out, or you're fishing for counter hits on the first part of the normal and don't want the second hit to ruin your confirm.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|N6IIghe5_Os|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
== Normal Moves==<br />
Note: Startup value in [ ] indicates Startup of the weapon's tip.<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_5P.png|The attack that made I-No players lab counterpicks.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_5P-1-Hitbox.png|1st Hit (Frame 9)<br />
GGXXACPR_Axl_5P-2-Hitbox.png|1st Hit (Frame 10)<br />
GGXXACPR_Axl_5P-3-Hitbox.png|1st Hit (Frame 11)<br />
GGXXACPR_Axl_5P-4-Hitbox.png|1st Hit (Frame 12)<br />
GGXXACPR_Axl_5P-5-Hitbox.png|1st Hit (Frame 13)<br />
GGXXACPR_Axl_5P-6-Hitbox.png|1st Hit (Frame 16-17)<br />
GGXXACPR_Axl_5P-7-Hitbox.png|1st Hit (Frame 18-19)<br />
GGXXACPR_Axl_5P-8-Hitbox.png|1st Hit (Frame 20-21)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|1|5P}}}}<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|-<br />
{{AttackVersion|name={{clr|1|5[P]}}}}<br />
{{#lst:{{PAGENAME}}/Data|5[P]}}<br />
|}<br />
==== ====<br />
An anti-air for catching jump startup and low air approaches. <br />
<br />
*Situationally useful for punishing projectile startup. <br />
*The extended hurtbox and high aim makes it a fairly weak poke for grounded neutral, and it should be used sparingly against grounded opponents who aren't extra tall.<br />
*Gatlings into {{clr|2|6K}} and {{clr|3|2S}}, and the two hits make it easy to hitconfirm, so this is one of Axl's core starters for air combos.<br />
<br />
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|2S}}<br />
</div><br />
</div><br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_5K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_5K-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
Axl's jab. It's pretty slow, and also you do it with the K button.<br />
<br />
*Decent safe pressure starting tool and poke<br />
*One of the better normals to use in stagger pressure and tick throws<br />
*Gatlings into {{clr|1|5P}}, which helps a lot with air pickups when the opponent is close to the ground<br />
*Moves Axl's low hurtbox backward, allowing it to avoid low pokes when properly spaced. <br />
*This is your fastest normal, but it's too slow to escape perfect tick throws, which makes Axl particularly vulnerable to them.<br />
<br />
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}},{{clr|1|2P}},{{clr|1|6P}},{{clr|1|3P}},{{clr|3|c.S}},{{clr|3|f.S}},{{clr|3|2S}},{{clr|4|5H}},{{clr|4|2H}},{{clr|5|5D}},{{clr|5|2D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_cS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_cS-1-Hitbox.png|Frames 8-10<br />
GGXXACPR_Axl_cS-2-Hitbox.png|Frames 11-12<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
A good move for throw option selects and combo filler.<br />
<br />
*jump cancelable.<br />
<br />
*+1 on block, making it especially good to option select with throw.<br />
<br />
Can be used to get the confirm after frc rensen or axl bomber in the corner.<br />
<br />
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}},{{clr|1|2P}},{{clr|1|6P}},{{clr|3|f.S}},{{clr|3|2S}},{{clr|4|5H}},{{clr|4|2H}},{{clr|4|6H}},{{clr|5|5D}},{{clr|5|2D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_fS.png|Left hook<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_fS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
*Good footsie and approach stopper<br />
*Good round start move, only directly contestable in a few matchups<br />
*Staggers on counterhit. This can allow some tricky situations with Rashou Sen, but also makes the hitconfirm into Rensen Geki more guaranteed<br />
*Can be low profiled under<br />
<br />
{{clr|3|f.S}} can be gatling'd into from {{clr|1|2P}}. This gives you more options out of {{clr|1|2P}}, or could withdraw {{clr|1|2P}}'s hurtbox early for safety if {{clr|1|2P}} connects.<br />
<br />
If this move is done at typical spacing, cancelling it into a Rensen Geki will combo against a crouching opponent, but not against a standing opponent (unless counterhit).<br />
<br />
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}},{{clr|5|5D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_5H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_5H-1-Hitbox.png|Frames 16-17<br />
GGXXACPR_Axl_5H-2-Hitbox.png|Frames 18-19<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
{{clr|4|5H}} is mostly combo or blockstring filler, but has some useful properties.<br />
<br />
*Bounces on counterhit, making it rewarding in frametraps.<br />
<br />
*Has some hurtbox shenanigans that often work like upper body invul, so it will occasionally trade favorably (especially on counterhit).<br />
<br />
*At -2 on block, its one of Axl's safest ways to end a blockstring without an frc<br />
<br />
*Raises guardbar by 20 points<br />
<br />
{{clr|4|5H}}'s main selling points are its damage, guardbar, and stun. Many of Axl's special moves have a lot of startup, and canceling from {{clr|4|5H}} is often the best way to make them harder to contest<br />
<br />
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|6H}},{{clr|5|5D}},{{clr|5|2D}}<br />
</div><br />
</div><br />
<br />
===<big>[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack {{clr|5|5D}}]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_5D.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_5D-1-Hitbox.png|Frames 28-30<br />
GGXXACPR_Axl_5D-2-Hitbox.png|Frames 31-33<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
Axl's dust doesn't lead to much damage, but has decent corner carry and can catch them not paying attention because, like all {{clr|5|5D}}'s, it hits high. Its main strength is that it has huge range for a dust. Its weakness is that its tied with S Raei Sageki for Axl's slowest move (28F startup).<br />
<br />
{{clr|5|5D}} also has some lower-body invuln near the active frames, and can be used to call out lows pre-emptively<br />
<br />
While {{clr|4|6H}} is usually preferred as an overhead due to faster startup and better nominal frame advantage, {{clr|5|5D}} is safer in many circumstances because it pushes the opponent further away and doesn't put Axl right in jab range in its startup<br />
<br />
Axl can do a fake impossible dust combo (8jD-8jD-TK Bomber) from nearly any range, which can be converted into a bomber loop from pretty far from the corner. With the Axl Bomber FRC, it can also lead to a normal air combo midscreen.<br />
<br />
Fun Axl Fact: This move has so much range, it can make it hard to actually get the launch combo if it connects from too far away. You can sometimes fix this by using {{clr|1|j.6P}} to pull them closer to Axl at the beginning when the screen flashes.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
1~10F upper body invul, but not as much as most {{clr|1|6P}}s. The hurtbox extends higher than {{clr|3|2S}} and the hitbox is tiny, so it's pretty bad as an anti-air, especially since Axl is a walking surface-to-air missile and any of his long range chain attacks will serve you better. <br />
<br />
{{clr|1|6P}} launches on counter hit and has the upper body invul, so it can occasionally work as a high-reward counterpoke, but 3[P] is much more effective for that and less likely to get you killed.<br />
<br />
Mostly this move serves as blockstring filler, adding some extra guardbar when you have the space to gatling it from {{clr|3|c.S}} or {{clr|2|5K}}, and it's Jump-Cancelable, so it can add some tricks to your pressure.<br />
<br />
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}},{{clr|3|c.S}},{{clr|3|f.S}},{{clr|3|2S}},{{clr|4|5H}},{{clr|4|2H}},{{clr|5|5D}},{{clr|5|2D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_6K.png|Prepare the Surface-to-Air Missile<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_6K-1-Hitbox.png|1st Hit (Frame 13)<br>2nd Hit (Frames 26-27)<br />
GGXXACPR_Axl_6K-2-Hitbox.png|1st Hit (Frame 14)<br>2nd Hit (Frames 24-25)<br />
GGXXACPR_Axl_6K-3-Hitbox.png|1st Hit (Frame 15)<br>2nd Hit (Frames 22-23)<br />
GGXXACPR_Axl_6K-4-Hitbox.png|1st Hit (Frame 16)<br>2nd Hit (Frames 20-21)<br />
GGXXACPR_Axl_6K-5-Hitbox.png|1st Hit (Frame 17)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|2|6K}}}}<br />
{{#lst:{{PAGENAME}}/Data|6K}}<br />
|-<br />
{{AttackVersion|name={{clr|2|6[K]}}}}<br />
{{#lst:{{PAGENAME}}/Data|6[K]}}<br />
|}<br />
==== ====<br />
Long range chain, hits between the angles of {{clr|1|5P}} and {{clr|3|2S}}. This move serves two main purposes<br />
<br />
The first is to use this as necessary combo filler after anti-airing with {{clr|1|5P}} when they are too far away to go right into {{clr|3|2S}}.<br />
<br />
The second is doing it after a faked Rashou Sen to catch them trying to jump from fear of a real one. Just be sure they actually jumped or you could be in trouble for whiffing this move!<br />
<br />
Its also a long range anti-air that can catch people trying to jump, but it has a lot of cooldown, so its only recommended for this as a last resort when other anti-airs will miss. ({{clr|1|5P}} is a better for catching jumps)<br />
<br />
Like most button hold versions of Axl's chains, 6[K] ruins combos and is more in the negative on block than the normal version.<br />
<br />
You can get a combo directly from an anti-air {{clr|2|6K}}, but only with TK FB Bomber, {{clr|2|j.K}}, or {{clr|1|j.6P}}<br />
<br />
Can chain back and forth with {{clr|3|2S}} to force an aerial opponent to spend a ton of meter FDing or catch them trying to tech<br />
<br />
All of Axl's long range chains have a hurtbox and this is no exception. Don't stick a fork in the electrical socket.<br />
<br />
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}},{{clr|4|6H}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_6H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_6H-1-Hitbox.png|Frames 23-28<br />
GGXXACPR_Axl_6H-2-Hitbox.png|Frames 29-31<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
|}<br />
==== ====<br />
A leaping overhead with long startup and active frames. <br />
*Safest to do after {{clr|4|5H}}, but {{clr|3|c.S}} and {{clr|1|3P}} are also good choices.<br />
*Airborne between frames 11 and 31, so it can beat most low-hitting attacks if you read them correctly.<br />
*If {{clr|4|6H}} lands as an anti-air, it can usually confirm into a combo<br />
*Hitting {{clr|4|6H}} late as meaty on wake-up gives you a big frame advantage, but can be reacted to with invuln reversals<br />
*Decent untech time, used for higher-damage air combo extensions<br />
*A great move to RC for pressure/combo extension<br />
*Moves Axl closer to the opponent (can help get you to preferred range for a matchup/situation)<br />
<br />
{{clr|4|6H}} can whiff entirely by jumping over some crouching characters if done too close. It will occasionally hit them as a cross-up (especially against Faust), but it's not very reliable<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_2P-1-Hitbox.png|1st Hit (Frame 12),<br>2nd Hit (Frames 25-26)<br />
GGXXACPR_Axl_2P-2-Hitbox.png|1st Hit (Frame 13),<br>2nd Hit (Frames 23-24)<br />
GGXXACPR_Axl_2P-3-Hitbox.png|1st Hit (Frame 14),<br>2nd Hit (Frames 21-22)<br />
GGXXACPR_Axl_2P-4-Hitbox.png|1st Hit (Frame 15),<br>2nd Hit (Frames 19-20)<br />
GGXXACPR_Axl_2P-5-Hitbox.png|Frame 16<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|1|2P}}}}<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|-<br />
{{AttackVersion|name={{clr|1|2[P]}}}}<br />
{{#lst:{{PAGENAME}}/Data|2[P]}}<br />
|}<br />
==== ====<br />
<br />
Like {{clr|1|5P}}, but lower<br />
*Extends faster than {{clr|4|2H}}, but generally a weaker low poke option<br />
*Great for extending pressure with {{clr|3|f.S}} and {{clr|4|6H}} gatlings, and is special-cancellable to boot<br />
*Really bad hurtbox, so not very useful for neutral (Many {{clr|1|2P}}s, {{clr|1|6P}}s, and anything low profile will beat it clean from almost max range)<br />
*Vacuum effect can make a Raei Sageki very ambiguous (but unsafe)<br />
<br />
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|f.S}},{{clr|4|6H}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_2K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_2K-1-Hitbox.png|Frames 7-9<br />
GGXXACPR_Axl_2K-2-Hitbox.png|Frames 10-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
<br />
They call him Axl Low for a reason<br />
*Axl's fastest low<br />
*Decent for tick throws, especially with sliding momentum<br />
*Incredibly low-profile, will duck many projectiles and falling air normals<br />
<br />
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}},{{clr|3|f.S}},{{clr|3|2S}},{{clr|4|2H}},{{clr|5|5D}},{{clr|5|2D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_2S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_2S-1-Hitbox.png|1st Hit (Frames 8-9)<br />
GGXXACPR_Axl_2S-2-Hitbox.png|1st Hit (Frames 10-11)<br />
GGXXACPR_Axl_2S-3-Hitbox.png|1st Hit (Frames 12-13)<br />
GGXXACPR_Axl_2S-4-Hitbox.png|1st Hit (Frames 14-15)<br />
GGXXACPR_Axl_2S-5-Hitbox.png|1st Hit (Frame 16)<br />
GGXXACPR_Axl_2S-6-Hitbox.png|2nd Hit (Frames 17-18)<br />
GGXXACPR_Axl_2S-7-Hitbox.png|1st Hit (Frames 19-20)<br />
GGXXACPR_Axl_2S-8-Hitbox.png|1st Hit (Frames 21-22)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|3|2S}}}}<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|-<br />
{{AttackVersion|name={{clr|3|2[S]}}}}<br />
{{#lst:{{PAGENAME}}/Data|2[S]}}<br />
|}<br />
==== ====<br />
<br />
The god anti-air<br />
*Huge upward range and decent horizontal coverage, plus a crouching hurtbox. This is what Axl has instead of a {{clr|1|6P}}<br />
*Jump-cancellable and pulls the opponent downward, so very important for converting into air combos<br />
*More untechable than {{clr|2|6K}}, allowing followups like {{clr|4|j.H}} or {{clr|5|j.D}}<br />
*Does not cover the range directly above Axl. Never use in situations where the opponent is falling straight onto Axl, such as when his back is to the corner and they are coming down along the same edge of the screen (At this spacing, your best anti-air option is probably airthrow or tenhouseki, but {{clr|4|5H}} also works if you have enough time to get it out)<br />
<br />
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_2H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_2H-1-Hitbox.png|1st Hit (Frames 11-12)<br>2nd Hit (Frames 23-24)<br />
GGXXACPR_Axl_2H-2-Hitbox.png|1st Hit (Frames 13-14)<br>2nd Hit (Frames 21-22)<br />
GGXXACPR_Axl_2H-3-Hitbox.png|1st Hit (Frames 15-16)<br>2nd Hit (Frames 19-20)<br />
GGXXACPR_Axl_2H-4-Hitbox.png|1st Hit (Frames 17-18)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|4|2H}}}}<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|-<br />
{{AttackVersion|name={{clr|4|2[H]}}}}<br />
{{#lst:{{PAGENAME}}/Data|2[H]}}<br />
|}<br />
==== ====<br />
<br />
Big scary low hooks<br />
*Huge range low that pulls in a decent amount<br />
*Not special-cancellable, but gatlings into both {{clr|4|6H}} and {{clr|5|5D}}, as well as {{clr|5|2D}}, meaning that your opponent is in a (kinda slow) mixup situation after blocking it<br />
*Great for pulling the opponent close enough to launch for a combo<br />
*FRC point can save you from a whiff punish or sometimes extend pressure<br />
*Staggers on hit, so can sometimes combo into throw if the opponent isn't fast enough<br />
*Decently disjointed at the tip, so it clashes with several DPs if spaced well<br />
<br />
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|6H}},{{clr|5|5D}},{{clr|5|2D}}<br />
</div><br />
</div><br />
===<big>{{clr|1|3P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_3P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_3P-1-Hitbox.png|1st/2nd Hit<br>(Frames 11-14, 17-18)<br />
GGXXACPR_Axl_3P-2-Hitbox.png|Frame 19<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|1|3P}}}}<br />
{{#lst:{{PAGENAME}}/Data|3P}}<br />
|-<br />
{{AttackVersion|name={{clr|1|3[P]}}}}<br />
{{#lst:{{PAGENAME}}/Data|3[P]}}<br />
|}<br />
==== ====<br />
<br />
*A relatively fast, disjointed, and low-commitment option<br />
*His only chain move without any hurtbox on the chain. Only Axl's body can be hit during this move<br />
*Slow at neutral, but a great pressure starter if it connects<br />
<br />
When used to start a blockstring at neutral, {{clr|1|3P}} offers simple high/low/crossup(S Raei Sageki)/Rahou Sen mixup, or frame trap/throw if you choose.<br />
<br />
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|f.S}},{{clr|3|2S}},{{clr|4|5H}},{{clr|4|2H}},{{clr|4|6H}},{{clr|5|5D}},{{clr|5|2D}}<br />
----<br />
Don't trip.<br />
*Confirm, or at least a knockdown, on counter<br />
<br />
One of the few instances where holding the button is often worth it. On counterhit, the first hit will pop the opponent into the air and the second hit will screw up your intended confirm, so if you can predict you're going to stuff something, you can give yourself more time to confirm by holding the button, and go into {{clr|3|2S}} or {{clr|4|5H}}, instead of unintentionally letting the opponent air-tech away. The 3[P] counterhit can also be used to fish for a knockdown at neutral.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_2D.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_2D-1-Hitbox.png|Frames 9-10<br />
GGXXACPR_Axl_2D-2-Hitbox.png|Frames 11-13<br />
GGXXACPR_Axl_2D-3-Hitbox.png|Frames 14-15<br />
GGXXACPR_Axl_2D-4-Hitbox.png|Frames 16-18<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
<br />
Sweep the leg<br />
*Axl's sweep has more range than most<br />
*Good low mixup late in your strings<br />
*One of the easiest confirms into rensen in most situations<br />
</div><br />
</div><br />
===Air Normals===<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_jP.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_jP-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
<br />
Axl's only actual jab<br />
*Useful for air tick throws and blockstrings<br />
*Occasionally helps with spacing in air combos<br />
*Can gatling from {{clr|3|j.S}} to preserve counterhits and avoid projectiles and guard counters trying to hit the {{clr|3|j.S}} hurtbox<br />
*Often used falling as a relatively safe jump-in that can lead to {{clr|2|j.K}} for a second overhead<br />
<br />
At least we get a mashable jab in the air! Its a good air-to-air, and works for bringing them to the ground if you get them to block it. Jumping up and air-to-airing with this move can be a useful way to catch people trying to jump in when they expect {{clr|1|2P}} or try a weird angle that Axl's anti-airs have trouble covering.<br />
<br />
{{clr|1|j.P}} gatlings into all of Axl's other air normals, so you have lots of options to confirm into a combo. If you anti-air or jump in with mash {{clr|1|j.P}} near the ground, you can gatling into {{clr|4|j.H}} → landing cancel, then continue the combo on the fly ({{clr|2|5K}}, {{clr|3|2S}}, and {{clr|1|5P}} work well for the pickup).<br />
<br />
You can also set up a bomber loop in the corner with jump in>late air dash>{{clr|1|j.P}}>{{clr|5|j.D}}>H Axl Bomber. Mix this up with {{clr|4|j.H}} safe jump and empty jump {{clr|2|2K}} so they'll never see it coming.<br />
<br />
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.6P}},{{clr|2|j.K}},{{clr|3|j.S}},{{clr|4|j.H}},{{clr|5|j.D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_jK.png|The Boot<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_jK-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
*Surprisingly long reach, great air-to-air tool<br />
*Untechable forever and ever on air counterhit, often long enough to land and pick up a combo<br />
*One of your fastest rising normals, and crucial for picking up air combos from weird spacing<br />
*Good for option selecting with airthrow<br />
<br />
{{clr|2|j.K}} is a useful air-to-air with good range and speed. It can confirm into {{clr|5|j.D}}>FB Axl Bomber on hit for a combo, or gatling into mash {{clr|1|j.P}} on block to bring them to the floor for ground pressure.<br />
<br />
{{clr|2|j.K}} can also work as a last resort jump in when the spacing or timing are wrong for {{clr|4|j.H}} or {{clr|3|j.S}}.<br />
<br />
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}},{{clr|1|j.6P}},{{clr|3|j.S}},{{clr|5|j.D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_jS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_jS-1-Hitbox.png|1st Hit (Frame 11)<br>2nd Hit (Frames 23-25)<br />
GGXXACPR_Axl_jS-2-Hitbox.png|1st Hit (Frame 12)<br>2nd Hit (Frames 20-22)<br />
GGXXACPR_Axl_jS-3-Hitbox.png|1st Hit (Frame 13)<br>2nd Hit (Frames 17-19)<br />
GGXXACPR_Axl_jS-4-Hitbox.png|1st Hit (Frames 14-15)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|3|j.S}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|-<br />
{{AttackVersion|name={{clr|3|j.[S]}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.[S]}}<br />
|}<br />
==== ====<br />
<br />
Sky hooks<br />
*Long-range downward overhead<br />
*Great for disrupting attempts to zone<br />
*Situational combo extender in the air<br />
*Can reverse-gatling into {{clr|1|j.P}} to be safer from guard counters and projectiles on block<br />
*The highest-range safe jump normal in the game<br />
<br />
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}},{{clr|1|j.6P}},{{clr|4|j.H}} <br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_jH.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_jH-1-Hitbox.png|Frames 10-12<br />
GGXXACPR_Axl_jH-2-Hitbox.png|Frames 13-15<br />
GGXXACPR_Axl_jH-3-Hitbox.png|Frames 16-18<br />
GGXXACPR_Axl_jH-4-Hitbox.png|Frames 19-21<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
<br />
Ignorant air button<br />
*Hits in a circle all around Axl's body<br />
*Great for adding blockstun to air strings<br />
*IAD {{clr|4|j.H}} is useful as a burst-safe extender after a launch<br />
*Adds a lot of the damage in Axl's air combos<br />
*The best and often the only option to catch low-profile moves while falling<br />
<br />
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_jD.png|YAHOO<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_jD-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
<br />
The drop kick<br />
*Decent-range overhead<br />
*Launches and is very untechable, use it to convert air-to-ground hits<br />
*Primary combo filler for bomber loops, as it's the highest-damage air normal that combos into regular Axl Bomber<br />
*Can possibly make their burst whiff, if done from low altitude and at max range<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_j6P.png|Yes, that hitbox is real<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_j6P-1-Hitbox.png|1st Hit (Frame 7)<br />
GGXXACPR_Axl_j6P-2-Hitbox.png|1st Hit (Frame 8)<br />
GGXXACPR_Axl_j6P-3-Hitbox.png|1st Hit (Frames 9-10)<br/>2nd Hit (Frame 17)<br />
GGXXACPR_Axl_j6P-4-Hitbox.png|1st Hit (Frame 11)<br/>2nd Hit (Frames 15-16)<br />
GGXXACPR_Axl_j6P-5-Hitbox.png|1st Hit (Frame 12)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|1|j.6P}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.6P}}<br />
|-<br />
{{AttackVersion|name={{clr|1|j.6[P]}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.6[P]}}<br />
|}<br />
==== ====<br />
<br />
{{clr|1|5P}}, but in the air<br />
*Very fast and not a lot of pushback, often essential for midscreen FB Axl Bomber extensions<br />
*Great rising air normal for anti-airing where {{clr|2|6K}} won't reach<br />
*Gatlings from {{clr|3|j.S}} to add another long-range overhead to a blocked approach<br />
*Generally a pretty good air-to-air poke<br />
</div><br />
</div><br />
<br />
== Universal Mechanics ==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_throw.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
<br />
*Puts the opponent opposite the direction you threw them (forward throw puts them behind Axl, back throw puts them in front)<br />
*Best move to option select with is {{clr|3|c.S}}<br />
*link into {{clr|1|5P}}, {{clr|2|6K}}, or microdash > 5k to confirm into a combo<br />
*Throw > Rensen Geki or Throw > FB Kyokusa Geki are burst safe kills<br />
<br />
Be mindful of the corner when going for a throw. Don't miss a bomber loop because you threw them out of the corner. By the same token, don't get killed doing a non-os'd throw because you wanted the bomber loop too badly.<br />
<br />
{{clr|2|2K}}, {{clr|2|5K}}, {{clr|3|c.S}}, and {{clr|1|3P}} are good moves for tick throwing<br />
<br />
Some heavy or small hitbox characters, such as Johnny, Ky and RoboKy, require microdash > {{clr|2|5K}} to get the confirm.<br />
<br />
Its tempting to reversal throw as Axl, due to his lack of other reversal options, but don't get comfortable with it. Its extremely easy to bait.<br />
<br />
Use this option select (works in AC and +R with all characters) if you wakeup reversal throw https://www.youtube.com/watch?v=Ad9z2BJwdDg<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_airThrow.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
An average, but useful airthrow. Grants an oki.<br />
<br />
*If you know you can't end a bomber loop in knockdown, watch for your chance to tech trap them with an airthrow and put them back in the corner<br />
*Best move to option select with is {{clr|2|j.K}}, but {{clr|4|j.H}} works too<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_6P.png|This WILL whiff and you WILL regret it<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
Not very good, but one of Axl's few ways to defend himself<br />
*Very easy to low profile<br />
*+2 on block<br />
<br />
Axl can combo off his Dead Angle Attack with DAA>{{clr|1|5P}}>whatever. The damage is very small, but the moves after the Dead Angle can kill the opponent if they are almost out of life.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Specials ==<br />
<br />
===<big>Benten Gari</big>===<br />
<span class="input-badge">'''{{clr|3|623S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_BentenGari.png|<small>"Benten Reaper"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|623S}}<br />
|-<br />
{{AttackVersion|name={{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|}<br />
==== ====<br />
A fast, throw-invulnerable attack about as big as Axl's body<br />
*Comes out in 4F, making it Axl's fastest attack<br />
*Upper-body invuln comparable to some of the better {{clr|1|6P}}s in the game<br />
*Good as a combo starter, launches and has an FRC point after the hit<br />
*Sometimes trades with overheads, and can allow a meterless air conversion in this situation<br />
*While not a real invincible DP, this is your go-to, fast, throw-invulnerable move that can potentially get the opponent off of you.<br />
*Invuln is only above the knees, so {{clr|3|S}} Benten may trade or lose to some low profile moves<br />
<br />
Due to hitstop, this move's FRC has a hit and a whiff timing. It costs more meter, but you can opt to go for the whiff timing to make sure you either RC or FRC either way.<br />
<br />
Its risky due to not being a real DP, but the partial invul allows {{clr|3|S}} Benten RC/FRC to used as a frame trap.<br />
<br />
{{clr|3|S}} Benten RC/FRC is a viable way to continue the combo if you don't have Rensen charged up<br />
<br />
Because the FRC point is so early, gatling into {{clr|3|S}} Benten FRC is a way to quickly put Axl back to neutral for safety.<br />
----<br />
<br />
{{clr|4|H}} Version is a low-crushing anti-air with a followup<br />
*Lower-body invincible and also throw-invuln, so sometimes can be used to beat mixup<br />
*Situational anti-air, but pretty slow to start up. The extension on the second hit covers a range somewhere in-between {{clr|2|6K}} and {{clr|3|2S}}<br />
*The chain part of this move's hurtbox doesn't go all the way up, so it may beat some things that Axl's other anti-airs lose to.<br />
*The Axl Bomber followup is untechable for a long time, so this is a good meterless ender for air combos you want to knock the opponent down (This is good for when you don't want to spend meter on a prorated combo from throw or Tenhouseki, or just want to keep your pressure in exchange for doing a bit less damage)<br />
<br />
{{clr|4|H}} Benten RC can continue the combo if you don't have Rensen charged up, and raise the opponent's guardbar 40 points, while continuing your pressure if they block.<br />
<br />
You can opt to do {{clr|4|H}} Benten at the end of a surface-to-air combo with Axl's long range buttons to get a burst safe kill<br />
</div><br />
</div><br />
<br />
===<big>Followup Axl Bomber</big>===<br />
<span class="input-badge">'''{{clr|4|H}} Benten Gari -> {{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_AxlBomberUp.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623H 623H}}<br />
|}<br />
==== ====<br />
Follow-up version of Axl Bomber<br />
*Untechable for a long time, so this is a good way to end a combo in knockdown<br />
</div><br />
</div><br />
<br />
===<big>Followup Kokuu Geki</big>===<br />
<span class="input-badge">'''{{clr|4|H}} Benten Gari -> {{clr|4|623H}} -> {{clr|3|63214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_KokuuGeki.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.63214S}}<br />
|}<br />
==== ====<br />
Further followup from Axl Bomber continuation<br />
*Still has the FRC point, so can be used to be safer on a blocked H Bentengari<br />
*Situational combo extender, but you usually want to take the knockdown<br />
</div><br />
</div><br />
<br />
===<big>Rensen Geki</big>===<br />
<span class="input-badge">'''{{clr|3|[4]6S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_Rensen.png|<small>"Sickle Flash Strike"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|[4]6S}}<br />
|}<br />
==== ====<br />
<br />
Fast projectile that hits near the ground. One of Axl's most important tools.<br />
*Axl's farthest reaching attack<br />
*Hard knockdown most of the time, good for ending ground strings<br />
*Considered a projectile, and will stuff many other projectiles.<br />
*Rensen can hit three times, which also means it absorbs up to three hits from another projectile, making it difficult to negate<br />
*Useful long range bullying tool if used carefully. The threat of Rensen can get people to jump, giving you a chance to anti-air them.<br />
*Can catch people trying to hit the hurtboxes on long range chain normals.<br />
*Good chip and OTG damage.<br />
*Can be followed up with Kyokusa Geki or Sensa Geki from f41~62, so you have significant wiggle room to make it ambiguous.<br />
*Works as a long range oki if you simply want to reset to long range neutral after a knockdown.<br />
*The FRC point allows Axl to continue pressure from massive frame advantage and launch from most ground hits.<br />
<br />
Extremely important to making Axl threatening at long range and dealing with opponents who attack the hurtbox on long range chains. The FRC is a cornerstone of Axl's pressure and confirms, so it is absolutely essential that you master it.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Kyokusa Geki</big>===<br />
<span class="input-badge">'''Rensen Geki -> 8 or 9'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_Kyokusa.png|<small>"Melody Chain Strike"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|[4]6S 8}}<br />
|}<br />
==== ====<br />
<br />
Anti-Air followup to Rensengeki<br />
*Catch people jumping over Rensen<br />
*Very untechable on counterhit, but usually not a combo extender<br />
*Covers a wide arc encompassing most of Axl's normal anti-air range<br />
*Adds one more projectile hit after the three hits from Rensen, and can still be performed even if Rensen was completely negated.<br />
*Considered a projectile. Does not have a hurtbox other than Axl's body.<br />
</div><br />
</div><br />
<br />
===<big>Sensa Geki</big>===<br />
<span class="input-badge">'''Rensen Geki -> 2 or 3'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_Sensa.png|<small>"Whirling Chain Strike"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|[4]6S 2}}<br />
|}<br />
==== ====<br />
<br />
Low followup to Rensengeki<br />
*Occasionally catches people low, but not much of a mixup because there's no overhead threat<br />
*Does a lot of chip damage and guardbar (8 points x 5 if they all connect)<br />
*Great for tacking on damage and ensuring knockdown in the corner<br />
*Pulls the opponent slightly toward Axl, which can take them out of the corner and allows crossups on oki<br />
*Safer on block than Rensen, but still dangerous because the opponent can faultless to push themselves out early.<br />
</div><br />
</div><br />
<br />
===<big>Rashou Sen</big>===<br />
<span class="input-badge">'''{{clr|4|[4]6H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_Rashou.png|The Great British Unblockable<br/><small>"Silk Bell Whirl"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle={{clr|4|[4]6H}}}}<br />
{{#lst:{{PAGENAME}}/Data|[4]6H }}<br />
|-<br />
{{AttackVersion|name=Feint|subtitle=Rashou Sen -> {{clr|1|P}}}}<br />
{{#lst:{{PAGENAME}}/Data|[4]6H P}}<br />
|}<br />
==== ====<br />
<br />
Full screen unblockable<br />
*Not actually a throw, and so will catch jump startup and other throw-invul actions.<br />
*Unblockable, but SB-able in the air (Leading to weird janky interactions)<br />
*Not a lot of damage, but an essential tool for forcing people to jump<br />
*Much of the startup is low-profile<br />
*The projectile cannot be negated by other projectiles, and will simply pass through them until touching the opponent.<br />
*Hitting the opponent puts Axl in an invincible throw animation, making this a great tool for getting through projectiles and traps<br />
----<br />
;Feint<br />
Fake it 'til you make it<br />
*People get afraid of Rashousen. If they jump and you feint, they're often in your optimal anti-air range<br />
</div><br />
</div><br />
<br />
===<big>Tenhou Seki</big>===<br />
<span class="input-badge">'''{{clr|1|214P}}/{{clr|2|K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_TenhouSekiP.png|<small>"Heaven Freeing Stone"</small><br />
GGAC_Axl_TenhouSekiK.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|1|P}}}}<br />
{{#lst:{{PAGENAME}}/Data|214P}}<br />
|-<br />
{{AttackVersion|name={{clr|2|K}}}}<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
|}<br />
==== ====<br />
{{clr|1|P}} is High/Mid counter. {{clr|2|K}} is Low counter (Not mids).<br />
*Comes online in 4F, counters from f4~17<br />
*Traps any high/mid attacks, but not projectiles. Also works on crossups.<br />
*Due to Tenhou Seki's fast startup, you can counter a lot of slower moves on reaction.<br />
*Taking a hit during the active frames of Tenhouseki causes an invulnerable throw animation that crosses the screen and hits the opponent no matter what. Useful for dealing with crowded screens if you can bait a hit.<br />
*Allows a full air combo, but it's scaled to 65%<br />
*Since the activation is essentially a guaranteed throw, it doesn't matter how many hits the opponent's attack has or if it's invincible. Great for catching reversals.<br />
<br />
Works on Johnny's Mist Finer, even during Bacchus Sigh.<br />
</div><br />
</div><br />
<br />
===<big>Hachisubako</big>===<br />
<span class="input-badge">'''{{clr|1|623P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_Hachisubako.png|Look ma, I'm Anji<br><small>"Beehive Box"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623P}}<br />
|}<br />
==== ====<br />
An autoguard attack that works as a way to punish those who think they've encroached upon Axl at a moment of weakness.<br />
*Autoguards highs and mids from frame 1<br />
*Special autoguard state makes Axl ignore hitpause when struck during the autoguard frames<br />
*Probably Axl's best reversal option<br />
*This is not a counter: It hits even if not activated, which lets Axl just gorilla through some matchups<br />
</div><br />
</div><br />
<br />
===<big>S Raiei Sageki</big>===<br />
<span class="input-badge">'''{{clr|3|63214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_RaieiSagekiS.png|<small>"Thunder Shadow Chain Strike"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|63214S}}<br />
|}<br />
==== ====<br />
<br />
Bandit Bringer, but more angular<br />
*Jumps forward then hits below Axl<br />
*Can hit as a crossup or in front, depending on range<br />
*Doesn't stop momentum, so use it while running for more distance and ambiguity, or to land further past the opponent.<br />
*Slides the opponent far away from Axl. This sliding state is long enough to pick up a full combo in the corner, but midscreen, it sends the opponent too far to hit with anything but max range rensen (too far to FRC and convert) without the FRC point.<br />
<br />
This move's FRC point is very versatile. It happens right at the start of the active frames (2 frames before and 1 during the first active frame). This means that Axl will complete his jump and then cancel, leaving him in the air. Also, if you Jump Install the move (Either in a string before it's performed or by adding an upward direction to the end of the motion from neutral), you can double-jump or airdash afterward. This has a few major applications<br />
<br />
*Mixup: Raei Sageki is already an ambiguous crossup, but the FRC adds another layer. With it, you can hit a different overhead (or two) while falling, or land and do a low or throw. If it's JI'd, you can also mess with timing with another jump, or airdash for another crossup layer with Kokuugeki<br />
*Movement: Raei Sageki moves forward very quickly, and maintains your running momentum. You can use it a lot like Johnny's Killer Joker Transport FRC. <br />
*Combo: With the last-frame FRC (Or an RC), the attack will still hit, but Axl will be free to act in the air. This allows a midscreen conversion for considerable damage using airdash-{{clr|4|j.H}} if you JI. <br />
</div><br />
</div><br />
<br />
===<big>H Raiei Sageki</big>===<br />
<span class="input-badge">'''{{clr|4|63214H}} '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_RaieiSagekiH.png|I must go, my people need me (but they actually don't)<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|63214H}}<br />
|}<br />
==== ====<br />
*Goes all the way to max height, then hits all the way until Axl lands<br />
*You can hold the button to stay in the sky longer<br />
*You can DI left or right to move around through the entire move. Useful for messing with the opponent's spacing, covering more distance, or making it cross up ambiguously.<br />
*Maintains running momentum, so it can travel almost the whole stage if done from running<br />
*RCing this move puts Axl on the ground almost immediately no matter how high you hit. This allows for a fairly easy conversion, and can put the opponent at frame disadvantage above you if they block it in the air.<br />
*The leap upward is very fast, and will dodge a lot of attacks and then punish them<br />
*Axl's best way of catching opponents who can fly over his grounded AA kit, like Bridget<br />
*Axl is still considered to have traversed the horizontal space he covers, so this can wipe out a whole forest against Testament<br />
</div><br />
</div><br />
<br />
===<big>Axl Bomber</big>===<br />
<span class="input-badge">'''{{clr|4|j.623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_AxlBomberDown.png|Death from above<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.623H}}<br />
|}<br />
==== ====<br />
*Axl's primary corner combo tool, floorbounces the opponent while putting Axl back on the ground and is very untechable<br />
*Stops Axl's momentum, hovers for a bit, then shoots downward, so it can screw with anti-airs and is just a nice movement tool<br />
*Does a ton of blockstun, so it can do a lot to maintain your pressure if you can get it out. Great way to continue a blockstring from the air<br />
*FRC point is pretty lenient and happens right as Axl lands (The FRC is actually on the landing recovery of the move). This allows conversions from midscreen, continuing pressure, and just being safer when you whiff<br />
</div><br />
</div><br />
<br />
===<big>Kokuu Geki</big>===<br />
<span class="input-badge">'''{{clr|3|j.63214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_KokuuGeki.png|<small>"Empty Air Strike"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.63214S}}<br />
|}<br />
==== ====<br />
<br />
Versatile giant air projectile with a number of applications<br />
*Stops Axl's air momentum completely, useful for air-to-air spacing<br />
*This attack can't be blocked normally in the air, so it's a good harassment tool against aerial opponents<br />
*The FRC allows Axl to continue pressure or combos from the air, and can confirm into a normal air combo on a close hit or on counterhit from most ranges<br />
*Starts behind Axl in 7 frames, strong as a crossup in okizeme or pressure<br />
</div><br />
</div><br />
<br />
== Force Breaks ==<br />
<br />
===<big>Shiranami no Homura</big>===<br />
<span class="input-badge">'''Hachisubako -> {{clr|5|421D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_Shiranami.png|"<small>Blaze of the White Waves"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623P 421D}}<br />
|}<br />
==== ====<br />
25% Tension Cost Super.<br />
*Can happen extremely quickly out of Hachisubako, including while the opponent is in hitpause from connecting with the autoguard frames<br />
*Launches the opponent, so it's the easiest and cheapest way to convert from Hachisubako (Which is otherwise nearly impossible)<br />
*Kinda risky if they can make it whiff, and the combo from it is scaled a bit, so pretty situational overall<br />
</div><br />
</div><br />
<br />
===<big>FB Axl Bomber</big>===<br />
<span class="input-badge">'''{{clr|5|j.623D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_AxlBomberUp.png|Doin' it oldschool<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.623D}}<br />
|}<br />
==== ====<br />
Upward aerial Axl Bomber, more like the H Benten followup than the current one (just like before ''AC'').<br />
*Throw-invulnerable, so it can beat airthrow attempts<br />
*Allows Axl to act afterward, preserving all jump options. FB Bomber can sometimes be used as an additional diagonal forward jump, or to mess with anti-air spacing and timing.<br />
*Major combo extender and corner carry tool. Will connect off of a ton of different things and following up from it is pretty easy<br />
</div><br />
</div><br />
<br />
===<big>FB Kyokusa Geki</big>===<br />
<span class="input-badge">'''{{clr|5|[4]6D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_Kyokusa.png|For when you can't get the FRC.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|[4]6D}}<br />
|}<br />
==== ====<br />
*Crazy spacing tool, puts a projectile hitbox at near max Rensen range in 8 frames<br />
*Covers a huge anti-air arc (along close to tip range of {{clr|1|2P}}, {{clr|1|5P}}, {{clr|2|6K}}, and {{clr|3|2S}}, but little of the space closer to Axl) very quickly<br />
*Only comboable on counterhit, but a counterhit allows a full unscaled air conversion<br />
*Normal hit is just barely techable before you can hit with anything, but usually puts the opponent in the perfect nightmare range for tech traps <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Overdrives==<br />
===<big>Byakue Renshou</big>===<br />
<span class="input-badge">'''{{clr|4|2363214H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_Byakue.png|<small>"Hundredfold Sickle Burn"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2363214H}}<br />
|}<br />
==== ====<br />
<br />
Sometimes you just need a real DP<br />
*Axl's only true fully-invulnerable reversal<br />
*Two parts: First a giant multi-hit benten, then a big flaming rensen<br />
*Pretty slow, and can be punished if they block or dodge the first part<br />
*The first part hits slightly behind Axl on its last active frames and does double chip damage<br />
*The second part is often safe on block<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Instant Kill ==<br />
===<big>Rensen Ougi: Midare Gami</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_IK.png|<small>"Sickle Flash Secret Skill: Rioting/Tangled Hair"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
<br />
Chains we can believe in<br />
*Like most IKs, super slow, risky, and not gonna see much play at a high level<br />
*Active for a long time, and has a huge coverage along the ground, so if you're already in IK mode, you can punish DPs and bursts and stuff pretty pre-emptively<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Axl Low}}<br />
{{clear}}<br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
|-<br />
!width="95"|Name (English/Japanese) !! width="75"|Color<br />
!width="125"|Location !! Common<br>Venues !! Contact !! Status !! Notes !! Example Play<br />
|-<br />
| [[Player:DigitalWatches|Digital Watches]] || [[File:GGACR Axl Low normal k.png|enter|100px]]|| USA || - || [https://twitter.com/DigitalWatches Twitter] || Active || Play Boxfighter || [https://www.youtube.com/watch?v=HHczLFbNX-g CEOTaku19 Kumite]<br />
|-<br />
| Kyoku236HS || [[File:GGACR Axl Low slash h.png|enter|100px]]|| USA - Arizona || The Gaming Zone || [https://twitter.com/kyoku236HS Twitter] || Active || Mains Axl and Anji || [https://youtu.be/3q80y30WeYM?t=255 Link]<br />
|-<br />
| Jason D. || [[File:GGACR Axl Low slash h.png|enter|100px]]|| USA - SoCal || Game Realms|| - || Active || Has broken an estimated 33 joysticks in his career. || [https://youtu.be/BadKnI6Paxc?t=665 Link]<br />
|-<br />
| Yosuke || [[File:GGACR Axl Low ex k.png|enter|100px]]|| Japan || Mikado || [https://twitter.com/yousuke1455 Twitter] || Retired || A Japanese Axl?!?! || [https://youtu.be/JhL3hfOSmfw?t=142 Link]<br />
|}<br />
<br />
==={{clr|4|NOTE: These tables are still WIP}}===<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Axl Low/Data]].}}<br />
{{Navbar-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Axl Low]]</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGACR/Jam_Kuradoberi/EX&diff=209855GGACR/Jam Kuradoberi/EX2021-04-30T10:10:58Z<p>Johhny: /* Overview */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag|verify}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview= Jam's EX counterpart loses the card system that grants her normal version her great damage, and any empowered versions of her specials that did make it over are now Force Breaks. To compensate for this, EX Jam gets some brand new tools that are extremely scary: a full screen projectile that comes out fast and has an FRC point, two standing unblockables, and two specials that are extremely positive on block and have great reward on hit. Though she may have a reduced combo game, an EX Jam that can find her way in is one you do not want to fight.<br />
|lore= '''P.W.A.B. Report #7403:'''<br />
Though she is a chef, subject is one of the world's most proficient wielders of Ki force. Of the five occult arts, the field of 'Ki' energy is the least explored and understood. Most of its users are of Eastern descent, aiding the theory that heredity plays a role. Subject's life goal is to discover new and useful cuisines. Control will not be an issue. Although she poses little threat in and of herself, her capture is still desirable. Therefore, she should not be taken lightly.<br />
|voice_actor= Manami Komori<br />
|summary= Jam ditches her cards in favor of a little better neutral and very threatening unblockables. <br />
|pros=<br />
* '''Unblockable Attacks''': Can't be stressed enough, especially since she is still a rushdown character<br />
* '''214H Rekka''': Creates airtight pressure on block and can lead to good damage on hit<br />
* '''Better Neutral''': Has a very fast and strong projectile with an FRC point, and Mawarikomi can now be done raw<br />
|cons=<br />
* '''No Cards''': Can no longer set up great damage for later off of knockdowns and moments where she is full screen<br />
* '''No Ryujin''': Big sad<br />
* '''No meterless reversals''': Her regular version Kenroukaku was removed, and her Card version now requires 25% meter<br />
<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
3 framer. High hitbox standing jab.<br />
*Typical close range string starter. <br />
*Plus three on block for extended pressure.<br />
*Whiffs on a lot of crouching characters, and some standing characters like Zappa. <br />
*Can catch people trying to jump out or anti-air after a parry.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_5K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_5K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
Plus on block standing low. Privileged jab-equivalent kick. <br />
*Frame five on top of everything else.<br />
*Full counter hit state for the entire move's duration. Exercise caution.<br />
*Vital in corner loops.<br />
*Dependent on the matchup. Sometimes used in place of {{clr|3|2S}}.<br />
*Nonstandard, 6F Hitstop. Harder to react to tick-throw setups or to Dead Angle against.<br />
<br />
'''Additional Frame Data:''' ''Force Prorate 80%''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_cS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
The usual punish starter. Situational anti-air.<br />
*Jam leans forward into a decently sized hitbox.<br />
*Generally falls out favor to {{clr|2|5K}} when in range at neutral or as a pressure starter.<br />
*Commonly used to confirm into {{clr|3|f.S}} > TK Ryujin.<br />
*Often relegated to combo fodder.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_fS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
One of Jam's only farther reaching pokes. Meant for space wars.<br />
*Decent AA for spaced airborne opponents<br />
* Should always cancel this with a JC or {{clr|5|2D}} though to make it safe. <br />
*Combos into TK Ryujin and characters at least as tall as Millia for big damage.<br />
*One of Jam's best options to convert into an air combo from the ground.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_5H-1-Hitbox.png|1st hit (Frames 13-15)<br />
GGXXACPR_Jam_5H-2-Hitbox.png|2nd hit (Frames 19-21)<br />
GGXXACPR_Jam_5H-3-Hitbox.png|3rd hit (Frames 25-27)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
The Guard Bar Generator<br />
*Oppressive move on contact. +1 on block.<br />
*Three hits means you build guard bar like mad.<br />
*Has some upper body invul and low profiles on the last hit.<br />
*Third hit vacuums for mixup and pressure resets.<br />
*Forces crouching on hit for stronger confirms.<br />
<br />
Oppressive normal which often leads to the very scary {{clr|4|6H}}. Mixed with throws and other delayed pokes for frame traps, this becomes a go-to in pressure. In neutral, this move can be used to confirm into 6H to begin one of Jam's Card Ryujin combos, but be warned that it can push your opponent away from you at far ranges. Thus, try confirming into 6H early into the move's active frames to ensure that you can begin the combo. <br />
<br />
'''Additional Frame Data:''' ''Upper body invincible 22~24F, 34~36F. Low profile 25~33F. Forces opponent into crouching state on ground hit. 3rd hit pulls in opponent on hit. 1st and 2nd hits have hitstop 7F''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_6P-1-Hitbox.png|1st hit (Frame 7)<br />
GGXXACPR_Jam_6P-2-Hitbox.png|2nd hit (Frames 19-21)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Lower than usual {{clr|1|6P}} meant for catching buttons more than jump-ins.<br />
*Upper body invul frames 1-20. Designed to beat other characters' farther {{clr|3|f.S}}s<br />
*Plus 2 on block, in case they didn't take the bait.<br />
*Both hits stagger on grounded CH for easier confirms<br />
*Gatlings from ''and to'' {{clr|1|2P}} for pressure cycles and repeated frame traps.<br />
<br />
Typical style {{clr|1|6P}} for an infighter. The extensive upper body invul can be used to blow through projectiles. Eg. parry a meaty Charged Stun Edge and going into a {{clr|1|6P}} is a basic strategy against Ky.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_EX_6H.png|The definition of ignorance<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_5D.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
Moderate speed {{clr|5|5D}} but with a subtle animation, especially early into its startup. Extremely safe.<br />
*Gatlings from every button except H/D normals.<br />
*Easy and damaging Impossible Dust combos.<br />
*Only -2 on block. Completely safe unless done point blank.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
Four frame {{clr|1|2P}} which is +4 on block. <br />
*Passable hitbox but good speed.<br />
*Hits fairly high for a crouching P, can be low profiled.<br />
*Hits crouching opponents, as opposed to {{clr|1|5P}}.<br />
*Can stuff approaches due to speed if properly spaced.<br />
<br />
'''Additional Frame Data:''' ''Initial prorate 90%''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
Decent crouching poke.<br />
*Similar to {{clr|5|2D}} in range, decent for Jam.<br />
*Low profiles very slightly.<br />
*Generally cancelled to {{clr|5|2D}} for knockdown or conversion with {{clr|3|236S}}~K.<br />
*Makes for an ok tick throw at -2.<br />
<br />
'''Additional Frame Data:''' ''Initial Prorate 80%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_2S-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|}<br />
==== ====<br />
One of Jam's best poking normals. <br />
*Frame 6 button with deceptively far range. Hits right to past Jam's fingertips.<br />
*Strong hitbox, and safe on block.<br />
*Can stuff quite a few other buttons.<br />
*Staggers on hit, CH combos to FB Puffball.<br />
<br />
'''Additional Frame Data:''' ''Staggers opponent on ground hit (max 39F). Initial prorate 80%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SK.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2D.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_2D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
Six frame sweep. <br />
*Extremely fast for a sweep and with great range for Jam.<br />
*''Jump Cancellable'' to offset being unsafe.<br />
*Has an FRC right up until the first active frame, making for a terrifying pressure reset and mixup tool.<br />
*Combos to {{clr|3|236S}}~K, but timing is character specific.<br />
<br />
'''Additional Frame Data:''' FRC timing: 1-6.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_jP.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_jP-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
Subpar {{clr|1|j.P}}. Most relegated to combo'ing {{clr|3|j.S}}s together.<br />
*Weak horizontal and vertical range.<br />
*Hitbox is entirely enclosed by the hurtbox.<br />
*Self-cancels at least, can be useful to drag blocking airborne opponents back down.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_jK.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_jK-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
Mediocre Air-to-air.<br />
*Jam's farthest reaching air normal.<br />
*Mostly used as combo filler into {{clr|5|j.D}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_jS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_jS-1-Hitbox.png|Frames 4-6<br />
GGXXACPR_Jam_jS-2-Hitbox.png|Frames 7-8<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
One of the strongest rising air-to-airs in the game.<br />
*Frame 4 with a disjointed hitbox above Jam. Has some head invincibility.<br />
*Combos both to and from {{clr|1|j.P}} for hit confirmation.<br />
*Floats somewhat on hit with nonstandard hitstun for bigger conversions.<br />
*Little horizontal range, so ensure that you're close to them first.<br />
'''Additional Frame Data:''' ''Floats opponent on hit (untechable for 16F)''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_jH.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_jH-1-Hitbox.png|Frames 7-8<br />
GGXXACPR_Jam_jH-2-Hitbox.png|Frames 9-10<br />
GGXXACPR_Jam_jH-3-Hitbox.png|Frames 11-12<br />
GGXXACPR_Jam_jH-4-Hitbox.png|Frames 13-14<br />
GGXXACPR_Jam_jH-5-Hitbox.png|Frames 15-16<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
Hits all around for crossups.<br />
*Large active window.<br />
*Confirms to 5F normals on air-to-ground.<br />
*Combos to Ryujin on air hit.<br />
*Easily punished on IB if done from an IAD, can hitconfirm into {{clr|2|j2K}} on block for pushback/safety.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_214K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
==Universal Mechanics==<br />
<br />
===<big>Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_throw.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
Average throw but with free followups.<br />
*Generally leads to a super jump combo with a short air string or free Gekirin reset.<br />
*FRC leads to simpler and easier combo setups with a more lenient proration than most throws.<br />
*Throw itself deals no damage when FRC'd.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_airThrow.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
8 figure leg lock but in air. Leads to knockdown plus oki or cards<br />
*Leads to a full, but prorated wall loop combo in the corner.<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
Typical Dead Angle but with {{clr|3|2S}}'s good hitbox.<br />
*Always knocks down on hit<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
<br />
===<big>Hyappo Shinshou</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SS.png|"Tag!"<br><small>"Hundred Steps Stinging Chime"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Senri Shinshou</big>===<br />
<span class="input-badge">'''{{clr|4|236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SS.png|<small>"Thousand Li Stinging Chime"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Crossup}}<br />
{{#lst:{{PAGENAME}}/Data|236H_2}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Housai</big>===<br />
<span class="input-badge">'''{{clr|1|214P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_EX_214P.png|<small>"Wraparound"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214P}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Mawarikomi</big>===<br />
<span class="input-badge">'''{{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SP.png|<small>"Wraparound"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Juppo Senken</big>===<br />
<span class="input-badge">'''{{clr|1|623P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_64641236PK.png|<small>"Leg Sweep"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623P}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>Hochifu</big>===<br />
<span class="input-badge">'''46'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_Parry.png|<small>"Cleansing Axe"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|546}}<br />
|}<br />
==== ====<br />
Parry. See [[GGACR/Jam Kuradoberi/Strategy#Parrying|this section]] for more details.<br />
</div><br />
</div><br />
<br />
===<big>Banri Senken</big>===<br />
<span class="input-badge">'''{{clr|1|41236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_EX_41236P.png|<small>"Hawk Sharp Legs"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|41236P}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Shouen</big>===<br />
<span class="input-badge">'''{{clr|2|623K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Jam_3H.png|<small>"Leaping Swift"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Banri Soushou</big>===<br />
<span class="input-badge">'''{{clr|4|214H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_6H.png|<small>"Leaping Swift"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Banri Soushou Follow-up</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} ~ {{clr|4|214H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Jam_EX_214H_214H.png|<small>"Leaping Swift"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214H_214H}}<br />
|}<br />
==== ====<br />
Can use both Hyappo Shinshou and Senri Shinshou as follow-ups<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Force Breaks==<br />
<br />
===<big>FB Hyappo Shinshou</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D}}<br />
|}<br />
==== ====<br />
*Pilebunker 2.0<br />
*One of the best and most tilting Force Breaks in the game. Fast, leads to big damage, has a massive dizzy modifier, possesses tons of invincibility from frame 3 onward, and is completely safe on block to boot. <br />
*Not only does this make for an amazingly safe horizontal DP, this version of the Puffball can also cancel into 22X and any of Jam's charged kicks. If you got a CH from this move, you are allowed to grin maliciously. Great move.<br />
'''Additional Frame Data''' ''Low profile on 2F. Strike invincible 3~14F. Untechable for 28F Dizzy modifier x1.25. Initial prorate 85%. Can cancel into Asanagi no Kokyuu, Asanagi no Kokyuu - Kyoku and all charge kicks''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Kenroukaku</big>===<br />
<span class="input-badge">'''{{clr|5|623D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_623K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=Yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|623D}}<br />
|-<br />
{{AttackVersion|name=Aerial}}<br />
{{#lst:{{PAGENAME}}/Data|j.623D}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Overdrives==<br />
<br />
===<big>Geki: Renhoukyaku</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_632146H.png|<small>"Yearning Ruin Daughter"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>Geki: Hououshou</big>===<br />
<span class="input-badge">'''{{clr|3|632146S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_632146S.png|<small>"Trillion Legs Fenghuang Rise"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|632146S}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Geki: Saishinshou</big>===<br />
<span class="input-badge">'''{{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236236H.png|<small>"Raging: Smashing God Palm"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236236H}}<br />
|}<br />
==== ====<br />
Jam's ''third'' reversal super.<br />
*'''Three frame''' large grounded uppercut animation. Has strike invincibility during its entire active window.<br />
*Launches on hit for a full conversion with a 75% prorate.<br />
*Comes with an FRC point on the first hit for safety.<br />
**This FRC comes with the added bonus of ''150%'' proration and stagger for big grounded followup damage.<br />
*Very stubby range, take care not to get baited, and eye your tension to FRC if necessary.<br />
<br />
'''Additional Frame Data:''' ''Strike invincible 1~8F. 1st hit staggers opponent on hit (max 35F). 2nd hit floats opponent. Both hits are untechable on air hit for 90F. 1st hit initial prorate 150%. 2nd hit forced prorate 75%. FRC timing 3~4F.''<br />
</div><br />
</div><br />
<br />
===<big>Geki: Youeikyaku</big>===<br />
<span class="input-badge">'''{{clr|2|j.236236K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_j2K.png|<small>"Battle Smashing Amber Rending Fists"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236236K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Instant Kill==<br />
===<big>Gasenkotsu</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_IK.png|<small>"Narcissism"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
*One of the fastest IKs in the game in both prep time and startup, second probably only to Ky. Coupled with its fast travel and Jam's huge stun output, you can reliably react to a dizzy and just do it.<br />
'''Additional Frame Data''' ''IK Mode preparation: 54F. Strike invincible 12~16F''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Jam Kuradoberi}}<br />
<br style="clear:both;"/><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name (English/Japanese) !! width="85"|Color<br />
!width="125"|Location !! Common<br>Venues !! Contact !! Status !! Notes !! Example Play<br />
|-<br />
| Teresa || style="text-align:center;"| [[File:GGACR_Jam_Kuradoberi reload_p.png|enter|90px]] <br />
| Japan || Mikado || [https://twitter.com/jamtsukaware Twitter] || Active || DJO on GGPO. Claimed by New York || [https://youtu.be/NjlykVoQByk?t=391 Link]<br />
|-<br />
| Lox || style="text-align:center;"| [[File:GGACR_Jam_Kuradoberi_slash_h.png|enter|90px]] <br />
| Japan || A-cho ||Â [https://mobile.twitter.com/lox_monooki Twitter]Â || Retired to Xrd || Really likes 236P || [https://www.youtube.com/watch?t=942&v=5O7Gs-Bpdpc&feature=youtu.be Link]<br />
|-<br />
| Kenchan || style="text-align:center;"| [[File:GGACR_Jam_Kuradoberi normal_h.png|enter|90px]] <br />
| Japan || || [https://twitter.com/kenchan_jam Twitter] || Active || || [https://youtu.be/s3eEgyXclrI?t=581 Link]<br />
|-<br />
| Kler || style="text-align:center;"| [[File:GGACR_Jam_Kuradoberi_ex_d.png|enter|90px]] <br />
| Russia || GGPO ||Â Â || Active up until recently || || [https://youtu.be/G8lPM2UhwJ4?t=11456 Tournament Match vs Gerran's Venom]<br />
|}<br />
<br />
==={{clr|4|NOTE: These tables are still WIP}}===<br />
<br />
==External References==<br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Jam Kuradoberi/Data]].}}<br />
{{Navbar-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Jam Kuradoberi]]<br />
[[Category:Unga]]</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=File:GGACR_Jam_EX_214H_214H.png&diff=209854File:GGACR Jam EX 214H 214H.png2021-04-30T09:55:52Z<p>Johhny: </p>
<hr />
<div></div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=File:GGAC_Jam_EX_41236P.png&diff=209852File:GGAC Jam EX 41236P.png2021-04-30T09:55:06Z<p>Johhny: </p>
<hr />
<div></div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=File:GGAC_Jam_EX_214P.png&diff=209851File:GGAC Jam EX 214P.png2021-04-30T09:54:10Z<p>Johhny: </p>
<hr />
<div></div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=File:GGAC_Jam_EX_6H.png&diff=209850File:GGAC Jam EX 6H.png2021-04-30T09:53:07Z<p>Johhny: </p>
<hr />
<div></div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGACR/Jam_Kuradoberi/EX&diff=209847GGACR/Jam Kuradoberi/EX2021-04-30T09:33:06Z<p>Johhny: /* Banri Soushou */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag|verify}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview= <br />
|lore= '''P.W.A.B. Report #7403:'''<br />
Though she is a chef, subject is one of the world's most proficient wielders of Ki force. Of the five occult arts, the field of 'Ki' energy is the least explored and understood. Most of its users are of Eastern descent, aiding the theory that heredity plays a role. Subject's life goal is to discover new and useful cuisines. Control will not be an issue. Although she poses little threat in and of herself, her capture is still desirable. Therefore, she should not be taken lightly.<br />
|voice_actor= Manami Komori<br />
|summary= is a mobile and versatile rushdown character who can empower her Kick Specials with Cards to make them incredibly deadly and excels at close range. <br />
|pros=<br />
* '''Insane Combo Game''': With cards, Jam can easily hit 50% health combos off of even stray hits. Her carded combos can also carry the opponent to the corner very easily, and all four of her supers can be used to end a combo with a powerful finisher. <br />
* '''Strong pressure''': Some moves are nigh incontestable once Jam gets in range, and her dash stance special can be cancelled into one of four distinct variants that each have purpose in midscreen mixups, gap closing, and sweeping. Her 6H also notably has throw invincibility, meaning Jam can completely ignore the wakeup throw option select that her enemies have, which can leave ignorant opponents eating massive combos. <br />
* '''Combos lead to knockdown''': Knocks down particularly easily with cards. Can make her DP safer with cards.<br />
* '''Great mobility''': A fast ground and airdash let Jam close the gap on a single whiff.<br />
* '''High meter gain''': Abundant meter for use in mixups, pressure, generating cards, or damage output.<br />
* '''Parry''': Strong tool that allows Jam to break out of pressure in ways others cannot.<br />
* '''Voice''': WHATCHAAAAA!!!<br />
|cons=<br />
* '''Abysmal Range''': Jam is outranged by the entire cast. Can make getting in or even playing neutral difficult.<br />
* '''Weak to zoning''': With no projectile nor means of dealing with them, Jam has no real way of dealing with strong zoning. Successfully using her dash and Ryujin are key to approaching, but both come with their own risks. <br />
* '''Limited meterless mixup potential''': Fairly limited meterless high/low mixup without Card Gekirin.<br />
* '''Mediocre Anti-Air''': Since 6P doesn't make for a great AA, Jam must rely on rising buttons, airthrow, or DP to deal with opponents approaching by the air.<br />
* '''Voice''': WHATCHAAAAA!!!<br />
|unique_mechanic1_name= Cards<br />
|unique_mechanic1= Jam can use one of her specials to prepare cards which enhance her other specials by granting them new properties. Using the D instead of K button for the following specials results in the listed changes:<br />
<br />
*Ryuujin: Wallsticks instead of wallbounce. Significantly faster startup and nearly tripled active time with more startup invuln and a large hitbox. <br />
*Gekirin: Becomes three hits, hits crouchers much sooner, becomes untechable and knocks down.<br />
*Kenroukaku: Starts on frame ''three'', hits more times, gains forward momentum, becomes untechable and knocks down.<br />
These cards take time to prepare, and as such are usually prepared after a knockdown, or at full screen. Jam can use {{clr|2|22K}}/{{clr|3|S}}/{{clr|4|H}} for a card for a corresponding move, or {{clr|5|22D}} for one of each card.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|prHmfNfBxDk|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
3 framer. High hitbox standing jab.<br />
*Typical close range string starter. <br />
*Plus three on block for extended pressure.<br />
*Whiffs on a lot of crouching characters, and some standing characters like Zappa. <br />
*Can catch people trying to jump out or anti-air after a parry.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_5K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_5K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
Plus on block standing low. Privileged jab-equivalent kick. <br />
*Frame five on top of everything else.<br />
*Full counter hit state for the entire move's duration. Exercise caution.<br />
*Vital in corner loops.<br />
*Dependent on the matchup. Sometimes used in place of {{clr|3|2S}}.<br />
*Nonstandard, 6F Hitstop. Harder to react to tick-throw setups or to Dead Angle against.<br />
<br />
'''Additional Frame Data:''' ''Force Prorate 80%''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_cS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
The usual punish starter. Situational anti-air.<br />
*Jam leans forward into a decently sized hitbox.<br />
*Generally falls out favor to {{clr|2|5K}} when in range at neutral or as a pressure starter.<br />
*Commonly used to confirm into {{clr|3|f.S}} > TK Ryujin.<br />
*Often relegated to combo fodder.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_fS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
One of Jam's only farther reaching pokes. Meant for space wars.<br />
*Decent AA for spaced airborne opponents<br />
* Should always cancel this with a JC or {{clr|5|2D}} though to make it safe. <br />
*Combos into TK Ryujin and characters at least as tall as Millia for big damage.<br />
*One of Jam's best options to convert into an air combo from the ground.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_5H-1-Hitbox.png|1st hit (Frames 13-15)<br />
GGXXACPR_Jam_5H-2-Hitbox.png|2nd hit (Frames 19-21)<br />
GGXXACPR_Jam_5H-3-Hitbox.png|3rd hit (Frames 25-27)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
The Guard Bar Generator<br />
*Oppressive move on contact. +1 on block.<br />
*Three hits means you build guard bar like mad.<br />
*Has some upper body invul and low profiles on the last hit.<br />
*Third hit vacuums for mixup and pressure resets.<br />
*Forces crouching on hit for stronger confirms.<br />
<br />
Oppressive normal which often leads to the very scary {{clr|4|6H}}. Mixed with throws and other delayed pokes for frame traps, this becomes a go-to in pressure. In neutral, this move can be used to confirm into 6H to begin one of Jam's Card Ryujin combos, but be warned that it can push your opponent away from you at far ranges. Thus, try confirming into 6H early into the move's active frames to ensure that you can begin the combo. <br />
<br />
'''Additional Frame Data:''' ''Upper body invincible 22~24F, 34~36F. Low profile 25~33F. Forces opponent into crouching state on ground hit. 3rd hit pulls in opponent on hit. 1st and 2nd hits have hitstop 7F''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_6P-1-Hitbox.png|1st hit (Frame 7)<br />
GGXXACPR_Jam_6P-2-Hitbox.png|2nd hit (Frames 19-21)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Lower than usual {{clr|1|6P}} meant for catching buttons more than jump-ins.<br />
*Upper body invul frames 1-20. Designed to beat other characters' farther {{clr|3|f.S}}s<br />
*Plus 2 on block, in case they didn't take the bait.<br />
*Both hits stagger on grounded CH for easier confirms<br />
*Gatlings from ''and to'' {{clr|1|2P}} for pressure cycles and repeated frame traps.<br />
<br />
Typical style {{clr|1|6P}} for an infighter. The extensive upper body invul can be used to blow through projectiles. Eg. parry a meaty Charged Stun Edge and going into a {{clr|1|6P}} is a basic strategy against Ky.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_EX_6H.png|The definition of ignorance<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_5D.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
Moderate speed {{clr|5|5D}} but with a subtle animation, especially early into its startup. Extremely safe.<br />
*Gatlings from every button except H/D normals.<br />
*Easy and damaging Impossible Dust combos.<br />
*Only -2 on block. Completely safe unless done point blank.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
Four frame {{clr|1|2P}} which is +4 on block. <br />
*Passable hitbox but good speed.<br />
*Hits fairly high for a crouching P, can be low profiled.<br />
*Hits crouching opponents, as opposed to {{clr|1|5P}}.<br />
*Can stuff approaches due to speed if properly spaced.<br />
<br />
'''Additional Frame Data:''' ''Initial prorate 90%''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
Decent crouching poke.<br />
*Similar to {{clr|5|2D}} in range, decent for Jam.<br />
*Low profiles very slightly.<br />
*Generally cancelled to {{clr|5|2D}} for knockdown or conversion with {{clr|3|236S}}~K.<br />
*Makes for an ok tick throw at -2.<br />
<br />
'''Additional Frame Data:''' ''Initial Prorate 80%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_2S-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|}<br />
==== ====<br />
One of Jam's best poking normals. <br />
*Frame 6 button with deceptively far range. Hits right to past Jam's fingertips.<br />
*Strong hitbox, and safe on block.<br />
*Can stuff quite a few other buttons.<br />
*Staggers on hit, CH combos to FB Puffball.<br />
<br />
'''Additional Frame Data:''' ''Staggers opponent on ground hit (max 39F). Initial prorate 80%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SK.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2D.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_2D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
Six frame sweep. <br />
*Extremely fast for a sweep and with great range for Jam.<br />
*''Jump Cancellable'' to offset being unsafe.<br />
*Has an FRC right up until the first active frame, making for a terrifying pressure reset and mixup tool.<br />
*Combos to {{clr|3|236S}}~K, but timing is character specific.<br />
<br />
'''Additional Frame Data:''' FRC timing: 1-6.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_jP.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_jP-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
Subpar {{clr|1|j.P}}. Most relegated to combo'ing {{clr|3|j.S}}s together.<br />
*Weak horizontal and vertical range.<br />
*Hitbox is entirely enclosed by the hurtbox.<br />
*Self-cancels at least, can be useful to drag blocking airborne opponents back down.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_jK.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_jK-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
Mediocre Air-to-air.<br />
*Jam's farthest reaching air normal.<br />
*Mostly used as combo filler into {{clr|5|j.D}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_jS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_jS-1-Hitbox.png|Frames 4-6<br />
GGXXACPR_Jam_jS-2-Hitbox.png|Frames 7-8<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
One of the strongest rising air-to-airs in the game.<br />
*Frame 4 with a disjointed hitbox above Jam. Has some head invincibility.<br />
*Combos both to and from {{clr|1|j.P}} for hit confirmation.<br />
*Floats somewhat on hit with nonstandard hitstun for bigger conversions.<br />
*Little horizontal range, so ensure that you're close to them first.<br />
'''Additional Frame Data:''' ''Floats opponent on hit (untechable for 16F)''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_jH.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_jH-1-Hitbox.png|Frames 7-8<br />
GGXXACPR_Jam_jH-2-Hitbox.png|Frames 9-10<br />
GGXXACPR_Jam_jH-3-Hitbox.png|Frames 11-12<br />
GGXXACPR_Jam_jH-4-Hitbox.png|Frames 13-14<br />
GGXXACPR_Jam_jH-5-Hitbox.png|Frames 15-16<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
Hits all around for crossups.<br />
*Large active window.<br />
*Confirms to 5F normals on air-to-ground.<br />
*Combos to Ryujin on air hit.<br />
*Easily punished on IB if done from an IAD, can hitconfirm into {{clr|2|j2K}} on block for pushback/safety.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_214K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
==Universal Mechanics==<br />
<br />
===<big>Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_throw.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
Average throw but with free followups.<br />
*Generally leads to a super jump combo with a short air string or free Gekirin reset.<br />
*FRC leads to simpler and easier combo setups with a more lenient proration than most throws.<br />
*Throw itself deals no damage when FRC'd.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_airThrow.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
8 figure leg lock but in air. Leads to knockdown plus oki or cards<br />
*Leads to a full, but prorated wall loop combo in the corner.<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
Typical Dead Angle but with {{clr|3|2S}}'s good hitbox.<br />
*Always knocks down on hit<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
<br />
===<big>Hyappo Shinshou</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SS.png|"Tag!"<br><small>"Hundred Steps Stinging Chime"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Senri Shinshou</big>===<br />
<span class="input-badge">'''{{clr|4|236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SS.png|<small>"Thousand Li Stinging Chime"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Crossup}}<br />
{{#lst:{{PAGENAME}}/Data|236H_2}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Housai</big>===<br />
<span class="input-badge">'''{{clr|1|214P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_EX_214P.png|<small>"Wraparound"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214P}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Mawarikomi</big>===<br />
<span class="input-badge">'''{{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SP.png|<small>"Wraparound"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Juppo Senken</big>===<br />
<span class="input-badge">'''{{clr|1|623P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_64641236PK.png|<small>"Leg Sweep"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623P}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>Hochifu</big>===<br />
<span class="input-badge">'''46'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_Parry.png|<small>"Cleansing Axe"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|546}}<br />
|}<br />
==== ====<br />
Parry. See [[GGACR/Jam Kuradoberi/Strategy#Parrying|this section]] for more details.<br />
</div><br />
</div><br />
<br />
===<big>Banri Senken</big>===<br />
<span class="input-badge">'''{{clr|1|41236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_EX_41236P.png|<small>"Hawk Sharp Legs"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|41236P}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Shouen</big>===<br />
<span class="input-badge">'''{{clr|2|623K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Jam_3H.png|<small>"Leaping Swift"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Banri Soushou</big>===<br />
<span class="input-badge">'''{{clr|4|214H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_6H.png|<small>"Leaping Swift"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Banri Soushou Follow-up</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} ~ {{clr|4|214H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Jam_EX_214H_214H.png|<small>"Leaping Swift"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214H_214H}}<br />
|}<br />
==== ====<br />
Can use both Hyappo Shinshou and Senri Shinshou as follow-ups<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Force Breaks==<br />
<br />
===<big>FB Hyappo Shinshou</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D}}<br />
|}<br />
==== ====<br />
*Pilebunker 2.0<br />
*One of the best and most tilting Force Breaks in the game. Fast, leads to big damage, has a massive dizzy modifier, possesses tons of invincibility from frame 3 onward, and is completely safe on block to boot. <br />
*Not only does this make for an amazingly safe horizontal DP, this version of the Puffball can also cancel into 22X and any of Jam's charged kicks. If you got a CH from this move, you are allowed to grin maliciously. Great move.<br />
'''Additional Frame Data''' ''Low profile on 2F. Strike invincible 3~14F. Untechable for 28F Dizzy modifier x1.25. Initial prorate 85%. Can cancel into Asanagi no Kokyuu, Asanagi no Kokyuu - Kyoku and all charge kicks''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Kenroukaku</big>===<br />
<span class="input-badge">'''{{clr|5|623D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_623K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=Yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|623D}}<br />
|-<br />
{{AttackVersion|name=Aerial}}<br />
{{#lst:{{PAGENAME}}/Data|j.623D}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Overdrives==<br />
<br />
===<big>Geki: Renhoukyaku</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_632146H.png|<small>"Yearning Ruin Daughter"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>Geki: Hououshou</big>===<br />
<span class="input-badge">'''{{clr|3|632146S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_632146S.png|<small>"Trillion Legs Fenghuang Rise"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|632146S}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Geki: Saishinshou</big>===<br />
<span class="input-badge">'''{{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236236H.png|<small>"Raging: Smashing God Palm"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236236H}}<br />
|}<br />
==== ====<br />
Jam's ''third'' reversal super.<br />
*'''Three frame''' large grounded uppercut animation. Has strike invincibility during its entire active window.<br />
*Launches on hit for a full conversion with a 75% prorate.<br />
*Comes with an FRC point on the first hit for safety.<br />
**This FRC comes with the added bonus of ''150%'' proration and stagger for big grounded followup damage.<br />
*Very stubby range, take care not to get baited, and eye your tension to FRC if necessary.<br />
<br />
'''Additional Frame Data:''' ''Strike invincible 1~8F. 1st hit staggers opponent on hit (max 35F). 2nd hit floats opponent. Both hits are untechable on air hit for 90F. 1st hit initial prorate 150%. 2nd hit forced prorate 75%. FRC timing 3~4F.''<br />
</div><br />
</div><br />
<br />
===<big>Geki: Youeikyaku</big>===<br />
<span class="input-badge">'''{{clr|2|j.236236K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_j2K.png|<small>"Battle Smashing Amber Rending Fists"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236236K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Instant Kill==<br />
===<big>Gasenkotsu</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_IK.png|<small>"Narcissism"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
*One of the fastest IKs in the game in both prep time and startup, second probably only to Ky. Coupled with its fast travel and Jam's huge stun output, you can reliably react to a dizzy and just do it.<br />
'''Additional Frame Data''' ''IK Mode preparation: 54F. Strike invincible 12~16F''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Jam Kuradoberi}}<br />
<br style="clear:both;"/><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name (English/Japanese) !! width="85"|Color<br />
!width="125"|Location !! Common<br>Venues !! Contact !! Status !! Notes !! Example Play<br />
|-<br />
| Teresa || style="text-align:center;"| [[File:GGACR_Jam_Kuradoberi reload_p.png|enter|90px]] <br />
| Japan || Mikado || [https://twitter.com/jamtsukaware Twitter] || Active || DJO on GGPO. Claimed by New York || [https://youtu.be/NjlykVoQByk?t=391 Link]<br />
|-<br />
| Lox || style="text-align:center;"| [[File:GGACR_Jam_Kuradoberi_slash_h.png|enter|90px]] <br />
| Japan || A-cho ||Â [https://mobile.twitter.com/lox_monooki Twitter]Â || Retired to Xrd || Really likes 236P || [https://www.youtube.com/watch?t=942&v=5O7Gs-Bpdpc&feature=youtu.be Link]<br />
|-<br />
| Kenchan || style="text-align:center;"| [[File:GGACR_Jam_Kuradoberi normal_h.png|enter|90px]] <br />
| Japan || || [https://twitter.com/kenchan_jam Twitter] || Active || || [https://youtu.be/s3eEgyXclrI?t=581 Link]<br />
|-<br />
| Kler || style="text-align:center;"| [[File:GGACR_Jam_Kuradoberi_ex_d.png|enter|90px]] <br />
| Russia || GGPO ||Â Â || Active up until recently || || [https://youtu.be/G8lPM2UhwJ4?t=11456 Tournament Match vs Gerran's Venom]<br />
|}<br />
<br />
==={{clr|4|NOTE: These tables are still WIP}}===<br />
<br />
==External References==<br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Jam Kuradoberi/Data]].}}<br />
{{Navbar-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Jam Kuradoberi]]<br />
[[Category:Unga]]</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGACR/Jam_Kuradoberi/Data&diff=208775GGACR/Jam Kuradoberi/Data2021-04-25T05:22:43Z<p>Johhny: /* Links */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav |charMainPage=GGACR/Jam Kuradoberi<br />
|image=GGXXACPR_Jam_Icon.png<br />
|videos=<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/19-jam-kuradoberi/<br />
|okizeme=yes<br />
|discord=<br />
}}<section end="Nav"/><br />
<br />
==Links==<br />
<section begin=Links/><br />
{{CharLinks-GGACR<br />
|charMainPage=GGACR/Jam Kuradoberi<br />
|videos=https://acpr.keeponrock.in/#/?p1chars=jam&versions=AC%2BR<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/19-jam-kuradoberi/<br />
|okizeme=yes<br />
|ex=yes<br />
|discord=<br />
}}<br />
<section end=Links/><br />
<br />
==System Data==<br />
<section begin=system data/><br />
<tr><td class="CharaInfoLabel">'''Defense:'''</td><td>x1.06</td></tr><br />
<tr><td class="CharaInfoLabel">'''Guts:'''</td><td>3</td></tr><br />
<tr><td class="CharaInfoLabel">'''Weight:'''</td><td>Super Lightweight (x1.1)</td></tr><br />
<tr><td class="CharaInfoLabel">'''Stun Resistance:'''</td><td>65</td></tr><br />
<tr><td class="CharaInfoLabel">'''Prejump:'''</td><td>3F</td></tr><br />
<tr><td class="CharaInfoLabel">'''Backdash:'''</td><td>13F (1~>7F invuln)</td></tr><br />
<tr><td class="CharaInfoLabel">'''Wakeup Time:'''</td><td>53F (Face Up) / 50F (Face Down)</td></tr><br />
<tr><td class="CharaInfoLabel">'''Unique Movements:'''</td><td></td></tr><br />
<section end=system data/><br />
<br />
== Normals ==<br />
===5P Data===<br />
<section begin="5P"/>{{FrameData-GGACR<br />
|damage=12 <br />
|guard=Mid |inv=<br />
|startup=3 |active=3 |recovery=4 |frameAdv=+3<br />
}}<section end="5P"/><br />
<br />
<section begin="5P Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=3 |gb-=9<br />
|tension=1.44 |level=1 |cancel=CSJR <br />
}}<section end="5P Extra"/><br />
<br />
===5K Data===<br />
<section begin="5K"/>{{FrameData-GGACR<br />
|damage=12 <br />
|guard=Low |inv=<br />
|startup=5 |active=4 |recovery=7 |frameAdv=+1<br />
}}<section end="5K"/><br />
<br />
<section begin="5K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=5 |gb-=7<br />
|tension=2.64 |level=2 |cancel=SR <br />
}}<section end="5K Extra"/><br />
<br />
===c.S Data===<br />
<section begin="c.S"/>{{FrameData-GGACR<br />
|damage=28 <br />
|guard=Mid |inv=<br />
|startup=6 |active=8 |recovery=12 |frameAdv=-6<br />
}}<section end="c.S"/><br />
<br />
<section begin="c.S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10 |gb-=7<br />
|tension=2.64 |level=3 |cancel=SJR <br />
}}<section end="c.S Extra"/><br />
<br />
===f.S Data===<br />
<section begin="f.S"/>{{FrameData-GGACR<br />
|damage=30 <br />
|guard=Mid |inv=<br />
|startup=6 |active=5 |recovery=10 |frameAdv=-1<br />
}}<section end="f.S"/><br />
<br />
<section begin="f.S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10 |gb-=7<br />
|tension=2.64 |level=3 |cancel=SJR <br />
}}<section end="f.S Extra"/><br />
<br />
===5H Data===<br />
<section begin="5H"/>{{FrameData-GGACR<br />
|damage=24x3 <br />
|guard=Mid |inv=<br />
|startup=13 |active=3(3)3(3)3 |recovery=15 |frameAdv=+1<br />
}}<section end="5H"/><br />
<br />
<section begin="5H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=14x2,20 |gb-=6x3<br />
|tension=3.84x3 |level=4x2,5 |cancel=SR <br />
}}<section end="5H Extra"/><br />
<br />
===6P Data===<br />
<section begin="6P"/>{{FrameData-GGACR<br />
|damage=18x2 <br />
|guard=Mid |inv=1~7F Above Knees<br/>8~20F Upper Body<br />
|startup=7 |active=1(10)3 |recovery=12 |frameAdv=+2<br />
}}<section end="6P"/><br />
<br />
<section begin="6P Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10,14 |gb-=7,6<br />
|tension=2.64x2 |level=3,4 |cancel=SR <br />
}}<section end="6P Extra"/><br />
<br />
===6K Data===<br />
<section begin="6K"/>{{FrameData-GGACR<br />
|damage=16,26 <br />
|guard=Mid |inv=<br />
|startup=6 |active=4(6)8 |recovery=20 |frameAdv=-14<br />
}}<section end="6K"/><br />
<br />
<section begin="6K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10x2 |gb-=7x2<br />
|tension=2.64,3.84 |level=3 |cancel=SJR <br />
}}<section end="6K Extra"/><br />
<br />
===6H Data===<br />
<section begin="6H"/>{{FrameData-GGACR<br />
|damage=28 <br />
|guard=Mid |inv=1~18F Lower Body, Throw<br/>24~21F Above Knees<br />
|startup=18 |active=6 |recovery=10 |frameAdv=+3 [+8 on hit]<br />
}}<section end="6H"/><br />
<br />
<section begin="6H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=20 |gb-=6<br />
|tension=3.84 |level=4 |cancel=SR <br />
}}<section end="6H Extra"/><br />
<br />
===6HH Data===<br />
<section begin="6HH"/>{{FrameData-GGACR<br />
|damage=53 <br />
|guard=Mid |inv=1~6F Above Knees<br/>7~7F Upper Body<br />
|startup=10 |active=7 |recovery=23 |frameAdv=-11<br />
}}<section end="6HH"/><br />
<br />
<section begin="6HH Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=20 |gb-=6<br />
|tension=3.84 |level=5 |cancel=R <br />
}}<section end="6HH Extra"/><br />
<br />
===3H Data===<br />
<section begin="3H"/>{{FrameData-GGACR<br />
|damage=30 x 2 <br />
|guard=All |inv=<br />
|startup=5 |active=2(2)4 |recovery=15+ 8 after landing |frameAdv=-8<br />
}}<section end="3H"/><br />
<br />
<section begin="3H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=?? |gb-=??<br />
|tension=?? |level=5 |cancel=R <br />
}}<section end="3H Extra"/><br />
<br />
===5D Data===<br />
<section begin="5D"/>{{FrameData-GGACR<br />
|damage=16 <br />
|guard=High |inv=<br />
|startup=26 |active=4 |recovery=12 |frameAdv=-2<br />
}}<section end="5D"/><br />
<br />
<section begin="5D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=8 |gb-=20<br />
|tension=2.64 |level=3 |cancel=R <br />
}}<section end="5D Extra"/><br />
<br />
===2P Data===<br />
<section begin="2P"/>{{FrameData-GGACR<br />
|damage=6 <br />
|guard=Mid |inv=<br />
|startup=4 |active=2 |recovery=4 |frameAdv=+4<br />
}}<section end="2P"/><br />
<br />
<section begin="2P Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=3 |gb-=8<br />
|tension=1.44 |level=1 |cancel=CSR <br />
}}<section end="2P Extra"/><br />
<br />
===2K Data===<br />
<section begin="2K"/>{{FrameData-GGACR<br />
|damage=8 <br />
|guard=Low |inv=<br />
|startup=5 |active=3 |recovery=9 |frameAdv=-2<br />
}}<section end="2K"/><br />
<br />
<section begin="2K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=3 |gb-=8<br />
|tension=1.44 |level=1 |cancel=CSR <br />
}}<section end="2K Extra"/><br />
<br />
===2S Data===<br />
<section begin="2S"/>{{FrameData-GGACR<br />
|damage=26 <br />
|guard=Mid |inv=<br />
|startup=6 |active=5 |recovery=9 |frameAdv=+0<br />
}}<section end="2S"/><br />
<br />
<section begin="2S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10 |gb-=7<br />
|tension=2.64 |level=3 |cancel=SR <br />
}}<section end="2S Extra"/><br />
<br />
===2H Data===<br />
<section begin="2H"/>{{FrameData-GGACR<br />
|damage=20x2 <br />
|guard=Mid |inv=<br />
|startup=9 |active=4,4 |recovery=25 |frameAdv=-12<br />
}}<section end="2H"/><br />
<br />
<section begin="2H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=14,14 |gb-=6x2<br />
|tension=3.84x2 |level=4 |cancel=SR <br />
}}<section end="2H Extra"/><br />
<br />
===2D Data===<br />
<section begin="2D"/>{{FrameData-GGACR<br />
|damage=28 <br />
|guard=Low |inv=<br />
|startup=6 |active=4 |recovery=16 |frameAdv=-6<br />
}}<section end="2D"/><br />
<br />
<section begin="2D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=8 |gb-=7<br />
|tension=2.64 |level=3 |cancel=SJRF <br />
}}<section end="2D Extra"/><br />
<br />
===j.P Data===<br />
<section begin="j.P"/>{{FrameData-GGACR<br />
|damage=11 <br />
|guard=High/Air |inv=<br />
|startup=5 |active=4 |recovery=14 |frameAdv=<br />
}}<section end="j.P"/><br />
<br />
<section begin="j.P Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=3 |gb-=8<br />
|tension=1.44 |level=1 |cancel=CSR <br />
}}<section end="j.P Extra"/><br />
<br />
===j.K Data===<br />
<section begin="j.K"/>{{FrameData-GGACR<br />
|damage=14 <br />
|guard=High/Air |inv=<br />
|startup=5 |active=8 |recovery=11 |frameAdv=<br />
}}<section end="j.K"/><br />
<br />
<section begin="j.K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=3 |gb-=8<br />
|tension=1.44 |level=1 |cancel=SR <br />
}}<section end="j.K Extra"/><br />
<br />
===j.S Data===<br />
<section begin="j.S"/>{{FrameData-GGACR<br />
|damage=28 <br />
|guard=High/Air |inv=<br />
|startup=4 |active=5 |recovery=9 |frameAdv=<br />
}}<section end="j.S"/><br />
<br />
<section begin="j.S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10 |gb-=7<br />
|tension=2.64 |level=3 |cancel=SJR <br />
}}<section end="j.S Extra"/><br />
<br />
===j.H Data===<br />
<section begin="j.H"/>{{FrameData-GGACR<br />
|damage=35 <br />
|guard=High/Air |inv=<br />
|startup=7 |active=10 |recovery=16 |frameAdv=<br />
}}<section end="j.H"/><br />
<br />
<section begin="j.H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10 |gb-=7<br />
|tension=2.64 |level=3 |cancel=SR <br />
}}<section end="j.H Extra"/><br />
<br />
===j.D Data===<br />
<section begin="j.D"/>{{FrameData-GGACR<br />
|damage=16,28 <br />
|guard=High/Air |inv=<br />
|startup=7 |active=3(4)6 |recovery=16+4 after landing |frameAdv=<br />
}}<section end="j.D"/><br />
<br />
<section begin="j.D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10x2 |gb-=7x2<br />
|tension=2.64x2 |level=3 |cancel=SR <br />
}}<section end="j.D Extra"/><br />
<br />
==Universal Mechanics==<br />
===Ground Throw Data===<br />
<section begin="Ground Throw"/>{{FrameData-GGACR<br />
|damage=60 <br />
|guard=43 pixels |inv=<br />
|startup= |active= |recovery= |frameAdv=<br />
}}<section end="Ground Throw"/><br />
<br />
<section begin="GroundThrow Extra"/>{{FrameDataExtra-GGACR<br />
|gb+= |gb-=6x2<br />
|tension=4.00 |level= |cancel=RF <br />
}}<section end="GroundThrow Extra"/><br />
===Air Throw Data===<br />
<section begin="Air Throw"/>{{FrameData-GGACR<br />
|damage=60 <br />
|guard=88 pixels |inv=<br />
|startup= |active= |recovery= |frameAdv=<br />
}}<section end="Air Throw"/><br />
<br />
<section begin="Air Throw Extra"/>{{FrameDataExtra-GGACR<br />
|gb+= |gb-=6,7<br />
|tension=5.98 |level= |cancel= <br />
}}<section end="Air Throw Extra"/><br />
===DAA Data===<br />
<section begin="DAA"/>{{FrameData-GGACR<br />
|damage=20 <br />
|guard=All |inv=1~18F All<br/>19~27F Throw<br />
|startup=13 |active=6 |recovery=16 |frameAdv=-8<br />
}}<section end="DAA"/><br />
<br />
<section begin="DAA Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10 |gb-=7<br />
|tension=2.64 |level=3 |cancel=R <br />
}}<section end="DAA Extra"/><br />
<br />
== Specials ==<br />
===22K/S/H Data===<br />
<section begin="22K/S/H"/>{{FrameData-GGACR<br />
|damage= <br />
|guard= |inv=<br />
|startup= |active= |recovery=Total: 53 |frameAdv=<br />
}}<section end="22K/S/H"/><br />
<br />
<section begin="22K/S/H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+= |gb-=<br />
|tension= |level= |cancel= <br />
}}<section end="22K/S/H Extra"/><br />
<br />
===236K Data===<br />
<section begin="236K"/>{{FrameData-GGACR<br />
|damage=50 <br />
|guard=All |inv=1~4F Strike<br/>7~8F Low Profile<br />
|startup=17 |active=6 |recovery=25+11 Landing |frameAdv=-23<br />
}}<section end="236K"/><br />
<br />
<section begin="236K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=20 |gb-=6<br />
|tension=2.50/8.40 |level=5 |cancel=R <br />
}}<section end="236K Extra"/><br />
<br />
===j.236K Data===<br />
<section begin="j.236K"/>{{FrameData-GGACR<br />
|damage=52 <br />
|guard=All |inv=<br />
|startup=9 |active=6 |recovery=11 Landing |frameAdv=<br />
}}<section end="j.236K"/><br />
<br />
<section begin="j.236K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=20 |gb-=6<br />
|tension=2.00/7.20 |level=5 |cancel=R <br />
}}<section end="j.236K Extra"/><br />
<br />
===236D Data===<br />
<section begin="236D"/>{{FrameData-GGACR<br />
|damage=66 <br />
|guard=All |inv=1~9F Strike<br />
|startup=11 |active=16 |recovery=17 Landing |frameAdv=<br />
}}<section end="236D"/><br />
<br />
<section begin="236D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=20 |gb-=15<br />
|tension=-/12.00 |level=5 |cancel=R <br />
}}<section end="236D Extra"/><br />
<br />
===214K Data===<br />
<section begin="214K"/>{{FrameData-GGACR<br />
|damage=42 <br />
|guard=High/Air |inv=<br />
|startup=19 |active=13 |recovery=3+10 Landing |frameAdv=-9<br />
}}<section end="214K"/><br />
<br />
<section begin="214K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10 |gb-=7<br />
|tension=2.00/4.80 |level=3 |cancel=R <br />
}}<section end="214K Extra"/><br />
<br />
===j.214K Data===<br />
<section begin="j.214K"/>{{FrameData-GGACR<br />
|damage=38 <br />
|guard=High/Air |inv=<br />
|startup=17 |active=13 |recovery=10 Landing |frameAdv=<br />
}}<section end="j.214K"/><br />
<br />
<section begin="j.214K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10 |gb-=7<br />
|tension=1.50/3.60 |level=3 |cancel=R <br />
}}<section end="j.214K Extra"/><br />
<br />
===214D Data===<br />
<section begin="214D"/>{{FrameData-GGACR<br />
|damage=21x2 <br />
|guard=High/Air |inv=<br />
|startup=12 |active=3,4,7 |recovery=12 Landing |frameAdv=<br />
}}<section end="214D"/><br />
<br />
<section begin="214D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10x2 |gb-=11<br />
|tension=-/4.80x2 |level=3 |cancel=R <br />
}}<section end="214D Extra"/><br />
===623K Data===<br />
<section begin="623K"/>{{FrameData-GGACR<br />
|damage=14x4 <br />
|guard=Mid |inv=1~10F Strike<br />
|startup=7 |active=4,4,5,10 |recovery=21+6 Landing |frameAdv=-36<br />
}}<section end="623K"/><br />
<br />
<section begin="623K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10x4 |gb-=3x4<br />
|tension=2.00/2.40x4 |level=3 |cancel=R <br />
}}<section end="623K Extra"/><br />
<br />
===j.623K Data===<br />
<section begin="j.623K"/>{{FrameData-GGACR<br />
|damage=12x3 <br />
|guard=All |inv=2~3F Strike<br />
|startup=5 |active=4,4,5,10 |recovery=6 Landing |frameAdv=<br />
}}<section end="j.623K"/><br />
<br />
<section begin="j.623K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10x3 |gb-=3x3<br />
|tension=1.50/1.80 |level=3 |cancel=R <br />
}}<section end="j.623K Extra"/><br />
<br />
===623D Data===<br />
<section begin="623D"/>{{FrameData-GGACR<br />
|damage=15x6, 24 <br />
|guard=Allx6, HLF |inv=1~17F Strike<br />
|startup=3 |active=2x5,3,13 |recovery=11 Landing |frameAdv=<br />
}}<section end="623D"/><br />
<br />
<section begin="623D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10x7 |gb-=4x7<br />
|tension=-/2.40 |level=3 |cancel=R <br />
}}<section end="623D Extra"/><br />
<br />
===236S Data===<br />
<section begin="236S"/>{{FrameData-GGACR<br />
|damage= <br />
|guard= |inv=8~23F Above Feet<br/>24~31F Low Profile<br />
|startup= |active= |recovery=Total 46 |frameAdv=<br />
}}<section end="236S"/><br />
<br />
<section begin="236S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+= |gb-=<br />
|tension=2.00/- |level= |cancel= <br />
}}<section end="236S Extra"/><br />
===236S P Data===<br />
<section begin="236S P"/>{{FrameData-GGACR<br />
|damage= <br />
|guard= |inv=1~4F Strike<br/>2~15F, 21~26F Above Feet<br />
|startup= |active= |recovery=Total 26 |frameAdv=<br />
}}<section end="236S P"/><br />
<br />
<section begin="236S P Extra"/>{{FrameDataExtra-GGACR<br />
|gb+= |gb-=<br />
|tension= |level= |cancel= <br />
}}<section end="236S P Extra"/><br />
<br />
===236S K Data===<br />
<section begin="236S K"/>{{FrameData-GGACR<br />
|damage=30 <br />
|guard=Low |inv=10~31F Low Profile<br />
|startup=10 |active=8 |recovery=22 |frameAdv=-16<br />
}}<section end="236S K"/><br />
<br />
<section begin="236S K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=8 |gb-=<br />
|tension=-/7.20 |level=3 |cancel=R <br />
}}<section end="236S K Extra"/><br />
<br />
===236S S Data===<br />
<section begin="236S S"/>{{FrameData-GGACR<br />
|damage=50 <br />
|guard=Mid |inv=<br />
|startup=18 |active=3 |recovery=15 |frameAdv=+1<br />
}}<section end="236S S"/><br />
<br />
<section begin="236S S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=14 |gb-=7<br />
|tension=-/7.20 |level=5 |cancel=R <br />
}}<section end="236S S Extra"/><br />
<br />
===236S H Data===<br />
<section begin="236S H"/>{{FrameData-GGACR<br />
|damage=50 <br />
|guard=Mid |inv=14~19F Low Profile<br />
|startup=24 |active=3 |recovery=12 |frameAdv=+4<br />
}}<section end="236S H"/><br />
<br />
<section begin="236S H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=14 |gb-=6<br />
|tension=-/14.40 |level=5 |cancel=RF <br />
}}<section end="236S H Extra"/><br />
<br />
===236S H Crossup Data===<br />
<section begin="236S H Crossup"/>{{FrameData-GGACR<br />
|damage=50 <br />
|guard=Mid |inv=6F When Jam changes direction<br />
|startup=29~ |active=3 |recovery=15 |frameAdv=+1<br />
}}<section end="236S H Crossup"/><br />
<br />
<section begin="236S H Crossup Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=14 |gb-=6<br />
|tension=-/9.60 |level=5 |cancel=R <br />
}}<section end="236S H Crossup Extra"/><br />
<br />
===546 Data===<br />
<section begin="546"/>{{FrameData-GGACR<br />
|damage= <br />
|guard= |inv=1~8F Guard High<br />
|startup= |active= |recovery= |frameAdv=<br />
}}<section end="546"/><br />
<br />
<section begin="546 Extra"/>{{FrameDataExtra-GGACR<br />
|gb+= |gb-=<br />
|tension=-/4.00 |level= |cancel= <br />
}}<section end="546 Extra"/><br />
<br />
===j.2K Data===<br />
<section begin="j.2K"/>{{FrameData-GGACR<br />
|damage=16,10xN <br />
|guard=High/Air |inv=<br />
|startup=10 |active=until landing |recovery=6 after landing |frameAdv=+8<br />
}}<section end="j.2K"/><br />
<br />
<section begin="j.2K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=14xN |gb-=6,8xN<br />
|tension=1.50/3.60,1.8xN |level=4,1xN |cancel=R <br />
}}<section end="j.2K Extra"/><br />
===236P Data===<br />
<section begin="236P"/>{{FrameData-GGACR<br />
|damage= <br />
|guard= |inv=6~Until L Feet<br />
|startup= |active= |recovery=Total: 41+2 after landing |frameAdv=<br />
}}<section end="236P"/><br />
<br />
<section begin="236P Extra"/>{{FrameDataExtra-GGACR<br />
|gb+= |gb-=<br />
|tension=0.5/- |level= |cancel=F <br />
}}<section end="236P Extra"/><br />
<br />
===j.236P Data===<br />
<section begin="j.236P"/>{{FrameData-GGACR<br />
|damage= <br />
|guard= |inv=<br />
|startup= |active= |recovery=2 Landing |frameAdv=<br />
}}<section end="j.236P"/><br />
<br />
<section begin="j.236P Extra"/>{{FrameDataExtra-GGACR<br />
|gb+= |gb-=<br />
|tension=0.5/- |level= |cancel=F <br />
}}<section end="j.236P Extra"/><br />
<br />
== Force Breaks ==<br />
===22D Data===<br />
<section begin="22D"/>{{FrameData-GGACR<br />
|damage= <br />
|guard= |inv=<br />
|startup= |active= |recovery=Total: 50 |frameAdv=<br />
}}<section end="22D"/><br />
<br />
<section begin="22D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+= |gb-=<br />
|tension= |level= |cancel= <br />
}}<section end="22D Extra"/><br />
<br />
===236S D Data===<br />
<section begin="236S D"/>{{FrameData-GGACR<br />
|damage=65 <br />
|guard=Mid |inv=2~2F Low Profile<br/>3~14F Strike<br />
|startup=14 |active=3 |recovery=15 |frameAdv=+1<br />
}}<section end="236S D"/><br />
<br />
<section begin="236S D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=14 |gb-=6<br />
|tension= |level=5 |cancel=R <br />
}}<section end="236S D Extra"/><br />
<br />
== Overdrives ==<br />
===632146H Data===<br />
<section begin="632146H"/>{{FrameData-GGACR<br />
|damage=18x9 <br />
|guard=All |inv=1~10F Throw<br />
|startup=10+0 |active=32 |recovery=9 |frameAdv=+1<br />
}}<section end="632146H"/><br />
<br />
<section begin="632146H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=6x9 |gb-=3x9<br />
|tension= |level=2 |cancel= <br />
}}<section end="632146H Extra"/><br />
<br />
===632146S Data===<br />
<section begin="632146S"/>{{FrameData-GGACR<br />
|damage=20,9x10,40,80 <br />
|guard=Mid |inv=1~8F Strike<br/>9~29F Feet<br/>30~40F Low Profile<br />
|startup=7+0 |active=21 |recovery=24 |frameAdv=-26<br />
}}<section end="632146S"/><br />
<br />
<section begin="632146S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=20 |gb-=6,2x10,6x2<br />
|tension= |level=5,3x10,5x2 |cancel=R <br />
}}<section end="632146S Extra"/><br />
===236236H Data===<br />
<section begin="236236H"/>{{FrameData-GGACR<br />
|damage=50,70 <br />
|guard=Mid |inv=1~8F Strike<br />
|startup=1+2 |active=3,3 |recovery=36 |frameAdv=-20<br />
}}<section end="236236H"/><br />
<br />
<section begin="236236H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=20x2 |gb-=6x2<br />
|tension= |level=5 |cancel=RF <br />
}}<section end="236236H Extra"/><br />
<br />
===64641236PK Data===<br />
<section begin="64641236PK"/>{{FrameData-GGACR<br />
|damage=1x100 <br />
|guard=All |inv=1~6F Strike<br/>36~51F Feet<br/>52~67F Low Profile<br />
|startup=5+2 |active=14 |recovery=27 |frameAdv=-22<br />
}}<section end="64641236PK"/><br />
<br />
<section begin="64641236PK Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=20 |gb-=1,0x99<br />
|tension= |level=5,1x99 |cancel= <br />
}}<section end="64641236PK Extra"/><br />
<br />
== Instant Kill ==<br />
===IK Data===<br />
<section begin="IK"/>{{FrameData-GGACR<br />
|damage=Fatal <br />
|guard=All |inv=12~16F Strike<br />
|startup=11+6 |active=12 |recovery=22 |frameAdv=-15<br />
}}<section end="IK"/><br />
<br />
<section begin="IK Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=20 |gb-=<br />
|tension= |level= |cancel= <br />
}}<section end="IK Extra"/><br />
<br />
==Category==<br />
{{Navbar-GGACR}}</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGACR/Jam_Kuradoberi/EX&diff=208774GGACR/Jam Kuradoberi/EX2021-04-25T04:52:22Z<p>Johhny: /* Banri Soushou Follow-up */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag|verify}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview= <br />
|lore= '''P.W.A.B. Report #7403:'''<br />
Though she is a chef, subject is one of the world's most proficient wielders of Ki force. Of the five occult arts, the field of 'Ki' energy is the least explored and understood. Most of its users are of Eastern descent, aiding the theory that heredity plays a role. Subject's life goal is to discover new and useful cuisines. Control will not be an issue. Although she poses little threat in and of herself, her capture is still desirable. Therefore, she should not be taken lightly.<br />
|voice_actor= Manami Komori<br />
|summary= is a mobile and versatile rushdown character who can empower her Kick Specials with Cards to make them incredibly deadly and excels at close range. <br />
|pros=<br />
* '''Insane Combo Game''': With cards, Jam can easily hit 50% health combos off of even stray hits. Her carded combos can also carry the opponent to the corner very easily, and all four of her supers can be used to end a combo with a powerful finisher. <br />
* '''Strong pressure''': Some moves are nigh incontestable once Jam gets in range, and her dash stance special can be cancelled into one of four distinct variants that each have purpose in midscreen mixups, gap closing, and sweeping. Her 6H also notably has throw invincibility, meaning Jam can completely ignore the wakeup throw option select that her enemies have, which can leave ignorant opponents eating massive combos. <br />
* '''Combos lead to knockdown''': Knocks down particularly easily with cards. Can make her DP safer with cards.<br />
* '''Great mobility''': A fast ground and airdash let Jam close the gap on a single whiff.<br />
* '''High meter gain''': Abundant meter for use in mixups, pressure, generating cards, or damage output.<br />
* '''Parry''': Strong tool that allows Jam to break out of pressure in ways others cannot.<br />
* '''Voice''': WHATCHAAAAA!!!<br />
|cons=<br />
* '''Abysmal Range''': Jam is outranged by the entire cast. Can make getting in or even playing neutral difficult.<br />
* '''Weak to zoning''': With no projectile nor means of dealing with them, Jam has no real way of dealing with strong zoning. Successfully using her dash and Ryujin are key to approaching, but both come with their own risks. <br />
* '''Limited meterless mixup potential''': Fairly limited meterless high/low mixup without Card Gekirin.<br />
* '''Mediocre Anti-Air''': Since 6P doesn't make for a great AA, Jam must rely on rising buttons, airthrow, or DP to deal with opponents approaching by the air.<br />
* '''Voice''': WHATCHAAAAA!!!<br />
|unique_mechanic1_name= Cards<br />
|unique_mechanic1= Jam can use one of her specials to prepare cards which enhance her other specials by granting them new properties. Using the D instead of K button for the following specials results in the listed changes:<br />
<br />
*Ryuujin: Wallsticks instead of wallbounce. Significantly faster startup and nearly tripled active time with more startup invuln and a large hitbox. <br />
*Gekirin: Becomes three hits, hits crouchers much sooner, becomes untechable and knocks down.<br />
*Kenroukaku: Starts on frame ''three'', hits more times, gains forward momentum, becomes untechable and knocks down.<br />
These cards take time to prepare, and as such are usually prepared after a knockdown, or at full screen. Jam can use {{clr|2|22K}}/{{clr|3|S}}/{{clr|4|H}} for a card for a corresponding move, or {{clr|5|22D}} for one of each card.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|prHmfNfBxDk|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
3 framer. High hitbox standing jab.<br />
*Typical close range string starter. <br />
*Plus three on block for extended pressure.<br />
*Whiffs on a lot of crouching characters, and some standing characters like Zappa. <br />
*Can catch people trying to jump out or anti-air after a parry.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_5K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_5K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
Plus on block standing low. Privileged jab-equivalent kick. <br />
*Frame five on top of everything else.<br />
*Full counter hit state for the entire move's duration. Exercise caution.<br />
*Vital in corner loops.<br />
*Dependent on the matchup. Sometimes used in place of {{clr|3|2S}}.<br />
*Nonstandard, 6F Hitstop. Harder to react to tick-throw setups or to Dead Angle against.<br />
<br />
'''Additional Frame Data:''' ''Force Prorate 80%''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_cS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
The usual punish starter. Situational anti-air.<br />
*Jam leans forward into a decently sized hitbox.<br />
*Generally falls out favor to {{clr|2|5K}} when in range at neutral or as a pressure starter.<br />
*Commonly used to confirm into {{clr|3|f.S}} > TK Ryujin.<br />
*Often relegated to combo fodder.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_fS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
One of Jam's only farther reaching pokes. Meant for space wars.<br />
*Decent AA for spaced airborne opponents<br />
* Should always cancel this with a JC or {{clr|5|2D}} though to make it safe. <br />
*Combos into TK Ryujin and characters at least as tall as Millia for big damage.<br />
*One of Jam's best options to convert into an air combo from the ground.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_5H-1-Hitbox.png|1st hit (Frames 13-15)<br />
GGXXACPR_Jam_5H-2-Hitbox.png|2nd hit (Frames 19-21)<br />
GGXXACPR_Jam_5H-3-Hitbox.png|3rd hit (Frames 25-27)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
The Guard Bar Generator<br />
*Oppressive move on contact. +1 on block.<br />
*Three hits means you build guard bar like mad.<br />
*Has some upper body invul and low profiles on the last hit.<br />
*Third hit vacuums for mixup and pressure resets.<br />
*Forces crouching on hit for stronger confirms.<br />
<br />
Oppressive normal which often leads to the very scary {{clr|4|6H}}. Mixed with throws and other delayed pokes for frame traps, this becomes a go-to in pressure. In neutral, this move can be used to confirm into 6H to begin one of Jam's Card Ryujin combos, but be warned that it can push your opponent away from you at far ranges. Thus, try confirming into 6H early into the move's active frames to ensure that you can begin the combo. <br />
<br />
'''Additional Frame Data:''' ''Upper body invincible 22~24F, 34~36F. Low profile 25~33F. Forces opponent into crouching state on ground hit. 3rd hit pulls in opponent on hit. 1st and 2nd hits have hitstop 7F''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_6P-1-Hitbox.png|1st hit (Frame 7)<br />
GGXXACPR_Jam_6P-2-Hitbox.png|2nd hit (Frames 19-21)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Lower than usual {{clr|1|6P}} meant for catching buttons more than jump-ins.<br />
*Upper body invul frames 1-20. Designed to beat other characters' farther {{clr|3|f.S}}s<br />
*Plus 2 on block, in case they didn't take the bait.<br />
*Both hits stagger on grounded CH for easier confirms<br />
*Gatlings from ''and to'' {{clr|1|2P}} for pressure cycles and repeated frame traps.<br />
<br />
Typical style {{clr|1|6P}} for an infighter. The extensive upper body invul can be used to blow through projectiles. Eg. parry a meaty Charged Stun Edge and going into a {{clr|1|6P}} is a basic strategy against Ky.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_EX_6H.png|The definition of ignorance<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_5D.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
Moderate speed {{clr|5|5D}} but with a subtle animation, especially early into its startup. Extremely safe.<br />
*Gatlings from every button except H/D normals.<br />
*Easy and damaging Impossible Dust combos.<br />
*Only -2 on block. Completely safe unless done point blank.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
Four frame {{clr|1|2P}} which is +4 on block. <br />
*Passable hitbox but good speed.<br />
*Hits fairly high for a crouching P, can be low profiled.<br />
*Hits crouching opponents, as opposed to {{clr|1|5P}}.<br />
*Can stuff approaches due to speed if properly spaced.<br />
<br />
'''Additional Frame Data:''' ''Initial prorate 90%''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
Decent crouching poke.<br />
*Similar to {{clr|5|2D}} in range, decent for Jam.<br />
*Low profiles very slightly.<br />
*Generally cancelled to {{clr|5|2D}} for knockdown or conversion with {{clr|3|236S}}~K.<br />
*Makes for an ok tick throw at -2.<br />
<br />
'''Additional Frame Data:''' ''Initial Prorate 80%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_2S-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|}<br />
==== ====<br />
One of Jam's best poking normals. <br />
*Frame 6 button with deceptively far range. Hits right to past Jam's fingertips.<br />
*Strong hitbox, and safe on block.<br />
*Can stuff quite a few other buttons.<br />
*Staggers on hit, CH combos to FB Puffball.<br />
<br />
'''Additional Frame Data:''' ''Staggers opponent on ground hit (max 39F). Initial prorate 80%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SK.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2D.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_2D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
Six frame sweep. <br />
*Extremely fast for a sweep and with great range for Jam.<br />
*''Jump Cancellable'' to offset being unsafe.<br />
*Has an FRC right up until the first active frame, making for a terrifying pressure reset and mixup tool.<br />
*Combos to {{clr|3|236S}}~K, but timing is character specific.<br />
<br />
'''Additional Frame Data:''' FRC timing: 1-6.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_jP.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_jP-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
Subpar {{clr|1|j.P}}. Most relegated to combo'ing {{clr|3|j.S}}s together.<br />
*Weak horizontal and vertical range.<br />
*Hitbox is entirely enclosed by the hurtbox.<br />
*Self-cancels at least, can be useful to drag blocking airborne opponents back down.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_jK.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_jK-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
Mediocre Air-to-air.<br />
*Jam's farthest reaching air normal.<br />
*Mostly used as combo filler into {{clr|5|j.D}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_jS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_jS-1-Hitbox.png|Frames 4-6<br />
GGXXACPR_Jam_jS-2-Hitbox.png|Frames 7-8<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
One of the strongest rising air-to-airs in the game.<br />
*Frame 4 with a disjointed hitbox above Jam. Has some head invincibility.<br />
*Combos both to and from {{clr|1|j.P}} for hit confirmation.<br />
*Floats somewhat on hit with nonstandard hitstun for bigger conversions.<br />
*Little horizontal range, so ensure that you're close to them first.<br />
'''Additional Frame Data:''' ''Floats opponent on hit (untechable for 16F)''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_jH.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_jH-1-Hitbox.png|Frames 7-8<br />
GGXXACPR_Jam_jH-2-Hitbox.png|Frames 9-10<br />
GGXXACPR_Jam_jH-3-Hitbox.png|Frames 11-12<br />
GGXXACPR_Jam_jH-4-Hitbox.png|Frames 13-14<br />
GGXXACPR_Jam_jH-5-Hitbox.png|Frames 15-16<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
Hits all around for crossups.<br />
*Large active window.<br />
*Confirms to 5F normals on air-to-ground.<br />
*Combos to Ryujin on air hit.<br />
*Easily punished on IB if done from an IAD, can hitconfirm into {{clr|2|j2K}} on block for pushback/safety.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_214K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
==Universal Mechanics==<br />
<br />
===<big>Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_throw.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
Average throw but with free followups.<br />
*Generally leads to a super jump combo with a short air string or free Gekirin reset.<br />
*FRC leads to simpler and easier combo setups with a more lenient proration than most throws.<br />
*Throw itself deals no damage when FRC'd.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_airThrow.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
8 figure leg lock but in air. Leads to knockdown plus oki or cards<br />
*Leads to a full, but prorated wall loop combo in the corner.<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
Typical Dead Angle but with {{clr|3|2S}}'s good hitbox.<br />
*Always knocks down on hit<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
<br />
===<big>Hyappo Shinshou</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SS.png|"Tag!"<br><small>"Hundred Steps Stinging Chime"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Senri Shinshou</big>===<br />
<span class="input-badge">'''{{clr|4|236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SS.png|<small>"Thousand Li Stinging Chime"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Crossup}}<br />
{{#lst:{{PAGENAME}}/Data|236H_2}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Housai</big>===<br />
<span class="input-badge">'''{{clr|1|214P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_EX_214P.png|<small>"Wraparound"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214P}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Mawarikomi</big>===<br />
<span class="input-badge">'''{{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SP.png|<small>"Wraparound"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Juppo Senken</big>===<br />
<span class="input-badge">'''{{clr|1|623P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_64641236PK.png|<small>"Leg Sweep"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623P}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>Hochifu</big>===<br />
<span class="input-badge">'''46'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_Parry.png|<small>"Cleansing Axe"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|546}}<br />
|}<br />
==== ====<br />
Parry. See [[GGACR/Jam Kuradoberi/Strategy#Parrying|this section]] for more details.<br />
</div><br />
</div><br />
<br />
===<big>Banri Senken</big>===<br />
<span class="input-badge">'''{{clr|1|41236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_EX_41236P.png|<small>"Hawk Sharp Legs"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|41236P}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Shouen</big>===<br />
<span class="input-badge">'''{{clr|2|623K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Jam_3H.png|<small>"Leaping Swift"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Banri Soushou</big>===<br />
<span class="input-badge">'''{{clr|4|214H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Jam_EX_214H.png|<small>"Leaping Swift"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Banri Soushou Follow-up</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} ~ {{clr|4|214H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Jam_EX_214H_214H.png|<small>"Leaping Swift"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214H_214H}}<br />
|}<br />
==== ====<br />
Can use both Hyappo Shinshou and Senri Shinshou as follow-ups<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Force Breaks==<br />
<br />
===<big>FB Hyappo Shinshou</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D}}<br />
|}<br />
==== ====<br />
*Pilebunker 2.0<br />
*One of the best and most tilting Force Breaks in the game. Fast, leads to big damage, has a massive dizzy modifier, possesses tons of invincibility from frame 3 onward, and is completely safe on block to boot. <br />
*Not only does this make for an amazingly safe horizontal DP, this version of the Puffball can also cancel into 22X and any of Jam's charged kicks. If you got a CH from this move, you are allowed to grin maliciously. Great move.<br />
'''Additional Frame Data''' ''Low profile on 2F. Strike invincible 3~14F. Untechable for 28F Dizzy modifier x1.25. Initial prorate 85%. Can cancel into Asanagi no Kokyuu, Asanagi no Kokyuu - Kyoku and all charge kicks''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Kenroukaku</big>===<br />
<span class="input-badge">'''{{clr|5|623D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_623K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=Yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|623D}}<br />
|-<br />
{{AttackVersion|name=Aerial}}<br />
{{#lst:{{PAGENAME}}/Data|j.623D}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Overdrives==<br />
<br />
===<big>Geki: Renhoukyaku</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_632146H.png|<small>"Yearning Ruin Daughter"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>Geki: Hououshou</big>===<br />
<span class="input-badge">'''{{clr|3|632146S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_632146S.png|<small>"Trillion Legs Fenghuang Rise"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|632146S}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Geki: Saishinshou</big>===<br />
<span class="input-badge">'''{{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236236H.png|<small>"Raging: Smashing God Palm"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236236H}}<br />
|}<br />
==== ====<br />
Jam's ''third'' reversal super.<br />
*'''Three frame''' large grounded uppercut animation. Has strike invincibility during its entire active window.<br />
*Launches on hit for a full conversion with a 75% prorate.<br />
*Comes with an FRC point on the first hit for safety.<br />
**This FRC comes with the added bonus of ''150%'' proration and stagger for big grounded followup damage.<br />
*Very stubby range, take care not to get baited, and eye your tension to FRC if necessary.<br />
<br />
'''Additional Frame Data:''' ''Strike invincible 1~8F. 1st hit staggers opponent on hit (max 35F). 2nd hit floats opponent. Both hits are untechable on air hit for 90F. 1st hit initial prorate 150%. 2nd hit forced prorate 75%. FRC timing 3~4F.''<br />
</div><br />
</div><br />
<br />
===<big>Geki: Youeikyaku</big>===<br />
<span class="input-badge">'''{{clr|2|j.236236K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_j2K.png|<small>"Battle Smashing Amber Rending Fists"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236236K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Instant Kill==<br />
===<big>Gasenkotsu</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_IK.png|<small>"Narcissism"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
*One of the fastest IKs in the game in both prep time and startup, second probably only to Ky. Coupled with its fast travel and Jam's huge stun output, you can reliably react to a dizzy and just do it.<br />
'''Additional Frame Data''' ''IK Mode preparation: 54F. Strike invincible 12~16F''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Jam Kuradoberi}}<br />
<br style="clear:both;"/><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name (English/Japanese) !! width="85"|Color<br />
!width="125"|Location !! Common<br>Venues !! Contact !! Status !! Notes !! Example Play<br />
|-<br />
| Teresa || style="text-align:center;"| [[File:GGACR_Jam_Kuradoberi reload_p.png|enter|90px]] <br />
| Japan || Mikado || [https://twitter.com/jamtsukaware Twitter] || Active || DJO on GGPO. Claimed by New York || [https://youtu.be/NjlykVoQByk?t=391 Link]<br />
|-<br />
| Lox || style="text-align:center;"| [[File:GGACR_Jam_Kuradoberi_slash_h.png|enter|90px]] <br />
| Japan || A-cho ||Â [https://mobile.twitter.com/lox_monooki Twitter]Â || Retired to Xrd || Really likes 236P || [https://www.youtube.com/watch?t=942&v=5O7Gs-Bpdpc&feature=youtu.be Link]<br />
|-<br />
| Kenchan || style="text-align:center;"| [[File:GGACR_Jam_Kuradoberi normal_h.png|enter|90px]] <br />
| Japan || || [https://twitter.com/kenchan_jam Twitter] || Active || || [https://youtu.be/s3eEgyXclrI?t=581 Link]<br />
|-<br />
| Kler || style="text-align:center;"| [[File:GGACR_Jam_Kuradoberi_ex_d.png|enter|90px]] <br />
| Russia || GGPO ||Â Â || Active up until recently || || [https://youtu.be/G8lPM2UhwJ4?t=11456 Tournament Match vs Gerran's Venom]<br />
|}<br />
<br />
==={{clr|4|NOTE: These tables are still WIP}}===<br />
<br />
==External References==<br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Jam Kuradoberi/Data]].}}<br />
{{Navbar-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Jam Kuradoberi]]<br />
[[Category:Unga]]</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGACR/Jam_Kuradoberi/EX&diff=208773GGACR/Jam Kuradoberi/EX2021-04-25T04:52:02Z<p>Johhny: /* Banri Soushou */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag|verify}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview= <br />
|lore= '''P.W.A.B. Report #7403:'''<br />
Though she is a chef, subject is one of the world's most proficient wielders of Ki force. Of the five occult arts, the field of 'Ki' energy is the least explored and understood. Most of its users are of Eastern descent, aiding the theory that heredity plays a role. Subject's life goal is to discover new and useful cuisines. Control will not be an issue. Although she poses little threat in and of herself, her capture is still desirable. Therefore, she should not be taken lightly.<br />
|voice_actor= Manami Komori<br />
|summary= is a mobile and versatile rushdown character who can empower her Kick Specials with Cards to make them incredibly deadly and excels at close range. <br />
|pros=<br />
* '''Insane Combo Game''': With cards, Jam can easily hit 50% health combos off of even stray hits. Her carded combos can also carry the opponent to the corner very easily, and all four of her supers can be used to end a combo with a powerful finisher. <br />
* '''Strong pressure''': Some moves are nigh incontestable once Jam gets in range, and her dash stance special can be cancelled into one of four distinct variants that each have purpose in midscreen mixups, gap closing, and sweeping. Her 6H also notably has throw invincibility, meaning Jam can completely ignore the wakeup throw option select that her enemies have, which can leave ignorant opponents eating massive combos. <br />
* '''Combos lead to knockdown''': Knocks down particularly easily with cards. Can make her DP safer with cards.<br />
* '''Great mobility''': A fast ground and airdash let Jam close the gap on a single whiff.<br />
* '''High meter gain''': Abundant meter for use in mixups, pressure, generating cards, or damage output.<br />
* '''Parry''': Strong tool that allows Jam to break out of pressure in ways others cannot.<br />
* '''Voice''': WHATCHAAAAA!!!<br />
|cons=<br />
* '''Abysmal Range''': Jam is outranged by the entire cast. Can make getting in or even playing neutral difficult.<br />
* '''Weak to zoning''': With no projectile nor means of dealing with them, Jam has no real way of dealing with strong zoning. Successfully using her dash and Ryujin are key to approaching, but both come with their own risks. <br />
* '''Limited meterless mixup potential''': Fairly limited meterless high/low mixup without Card Gekirin.<br />
* '''Mediocre Anti-Air''': Since 6P doesn't make for a great AA, Jam must rely on rising buttons, airthrow, or DP to deal with opponents approaching by the air.<br />
* '''Voice''': WHATCHAAAAA!!!<br />
|unique_mechanic1_name= Cards<br />
|unique_mechanic1= Jam can use one of her specials to prepare cards which enhance her other specials by granting them new properties. Using the D instead of K button for the following specials results in the listed changes:<br />
<br />
*Ryuujin: Wallsticks instead of wallbounce. Significantly faster startup and nearly tripled active time with more startup invuln and a large hitbox. <br />
*Gekirin: Becomes three hits, hits crouchers much sooner, becomes untechable and knocks down.<br />
*Kenroukaku: Starts on frame ''three'', hits more times, gains forward momentum, becomes untechable and knocks down.<br />
These cards take time to prepare, and as such are usually prepared after a knockdown, or at full screen. Jam can use {{clr|2|22K}}/{{clr|3|S}}/{{clr|4|H}} for a card for a corresponding move, or {{clr|5|22D}} for one of each card.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|prHmfNfBxDk|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
3 framer. High hitbox standing jab.<br />
*Typical close range string starter. <br />
*Plus three on block for extended pressure.<br />
*Whiffs on a lot of crouching characters, and some standing characters like Zappa. <br />
*Can catch people trying to jump out or anti-air after a parry.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_5K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_5K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
Plus on block standing low. Privileged jab-equivalent kick. <br />
*Frame five on top of everything else.<br />
*Full counter hit state for the entire move's duration. Exercise caution.<br />
*Vital in corner loops.<br />
*Dependent on the matchup. Sometimes used in place of {{clr|3|2S}}.<br />
*Nonstandard, 6F Hitstop. Harder to react to tick-throw setups or to Dead Angle against.<br />
<br />
'''Additional Frame Data:''' ''Force Prorate 80%''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_cS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
The usual punish starter. Situational anti-air.<br />
*Jam leans forward into a decently sized hitbox.<br />
*Generally falls out favor to {{clr|2|5K}} when in range at neutral or as a pressure starter.<br />
*Commonly used to confirm into {{clr|3|f.S}} > TK Ryujin.<br />
*Often relegated to combo fodder.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_fS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
One of Jam's only farther reaching pokes. Meant for space wars.<br />
*Decent AA for spaced airborne opponents<br />
* Should always cancel this with a JC or {{clr|5|2D}} though to make it safe. <br />
*Combos into TK Ryujin and characters at least as tall as Millia for big damage.<br />
*One of Jam's best options to convert into an air combo from the ground.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_5H-1-Hitbox.png|1st hit (Frames 13-15)<br />
GGXXACPR_Jam_5H-2-Hitbox.png|2nd hit (Frames 19-21)<br />
GGXXACPR_Jam_5H-3-Hitbox.png|3rd hit (Frames 25-27)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
The Guard Bar Generator<br />
*Oppressive move on contact. +1 on block.<br />
*Three hits means you build guard bar like mad.<br />
*Has some upper body invul and low profiles on the last hit.<br />
*Third hit vacuums for mixup and pressure resets.<br />
*Forces crouching on hit for stronger confirms.<br />
<br />
Oppressive normal which often leads to the very scary {{clr|4|6H}}. Mixed with throws and other delayed pokes for frame traps, this becomes a go-to in pressure. In neutral, this move can be used to confirm into 6H to begin one of Jam's Card Ryujin combos, but be warned that it can push your opponent away from you at far ranges. Thus, try confirming into 6H early into the move's active frames to ensure that you can begin the combo. <br />
<br />
'''Additional Frame Data:''' ''Upper body invincible 22~24F, 34~36F. Low profile 25~33F. Forces opponent into crouching state on ground hit. 3rd hit pulls in opponent on hit. 1st and 2nd hits have hitstop 7F''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_6P-1-Hitbox.png|1st hit (Frame 7)<br />
GGXXACPR_Jam_6P-2-Hitbox.png|2nd hit (Frames 19-21)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Lower than usual {{clr|1|6P}} meant for catching buttons more than jump-ins.<br />
*Upper body invul frames 1-20. Designed to beat other characters' farther {{clr|3|f.S}}s<br />
*Plus 2 on block, in case they didn't take the bait.<br />
*Both hits stagger on grounded CH for easier confirms<br />
*Gatlings from ''and to'' {{clr|1|2P}} for pressure cycles and repeated frame traps.<br />
<br />
Typical style {{clr|1|6P}} for an infighter. The extensive upper body invul can be used to blow through projectiles. Eg. parry a meaty Charged Stun Edge and going into a {{clr|1|6P}} is a basic strategy against Ky.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_EX_6H.png|The definition of ignorance<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_5D.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
Moderate speed {{clr|5|5D}} but with a subtle animation, especially early into its startup. Extremely safe.<br />
*Gatlings from every button except H/D normals.<br />
*Easy and damaging Impossible Dust combos.<br />
*Only -2 on block. Completely safe unless done point blank.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
Four frame {{clr|1|2P}} which is +4 on block. <br />
*Passable hitbox but good speed.<br />
*Hits fairly high for a crouching P, can be low profiled.<br />
*Hits crouching opponents, as opposed to {{clr|1|5P}}.<br />
*Can stuff approaches due to speed if properly spaced.<br />
<br />
'''Additional Frame Data:''' ''Initial prorate 90%''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
Decent crouching poke.<br />
*Similar to {{clr|5|2D}} in range, decent for Jam.<br />
*Low profiles very slightly.<br />
*Generally cancelled to {{clr|5|2D}} for knockdown or conversion with {{clr|3|236S}}~K.<br />
*Makes for an ok tick throw at -2.<br />
<br />
'''Additional Frame Data:''' ''Initial Prorate 80%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_2S-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|}<br />
==== ====<br />
One of Jam's best poking normals. <br />
*Frame 6 button with deceptively far range. Hits right to past Jam's fingertips.<br />
*Strong hitbox, and safe on block.<br />
*Can stuff quite a few other buttons.<br />
*Staggers on hit, CH combos to FB Puffball.<br />
<br />
'''Additional Frame Data:''' ''Staggers opponent on ground hit (max 39F). Initial prorate 80%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SK.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2D.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_2D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
Six frame sweep. <br />
*Extremely fast for a sweep and with great range for Jam.<br />
*''Jump Cancellable'' to offset being unsafe.<br />
*Has an FRC right up until the first active frame, making for a terrifying pressure reset and mixup tool.<br />
*Combos to {{clr|3|236S}}~K, but timing is character specific.<br />
<br />
'''Additional Frame Data:''' FRC timing: 1-6.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_jP.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_jP-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
Subpar {{clr|1|j.P}}. Most relegated to combo'ing {{clr|3|j.S}}s together.<br />
*Weak horizontal and vertical range.<br />
*Hitbox is entirely enclosed by the hurtbox.<br />
*Self-cancels at least, can be useful to drag blocking airborne opponents back down.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_jK.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_jK-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
Mediocre Air-to-air.<br />
*Jam's farthest reaching air normal.<br />
*Mostly used as combo filler into {{clr|5|j.D}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_jS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_jS-1-Hitbox.png|Frames 4-6<br />
GGXXACPR_Jam_jS-2-Hitbox.png|Frames 7-8<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
One of the strongest rising air-to-airs in the game.<br />
*Frame 4 with a disjointed hitbox above Jam. Has some head invincibility.<br />
*Combos both to and from {{clr|1|j.P}} for hit confirmation.<br />
*Floats somewhat on hit with nonstandard hitstun for bigger conversions.<br />
*Little horizontal range, so ensure that you're close to them first.<br />
'''Additional Frame Data:''' ''Floats opponent on hit (untechable for 16F)''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_jH.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_jH-1-Hitbox.png|Frames 7-8<br />
GGXXACPR_Jam_jH-2-Hitbox.png|Frames 9-10<br />
GGXXACPR_Jam_jH-3-Hitbox.png|Frames 11-12<br />
GGXXACPR_Jam_jH-4-Hitbox.png|Frames 13-14<br />
GGXXACPR_Jam_jH-5-Hitbox.png|Frames 15-16<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
Hits all around for crossups.<br />
*Large active window.<br />
*Confirms to 5F normals on air-to-ground.<br />
*Combos to Ryujin on air hit.<br />
*Easily punished on IB if done from an IAD, can hitconfirm into {{clr|2|j2K}} on block for pushback/safety.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_214K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
==Universal Mechanics==<br />
<br />
===<big>Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_throw.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
Average throw but with free followups.<br />
*Generally leads to a super jump combo with a short air string or free Gekirin reset.<br />
*FRC leads to simpler and easier combo setups with a more lenient proration than most throws.<br />
*Throw itself deals no damage when FRC'd.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_airThrow.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
8 figure leg lock but in air. Leads to knockdown plus oki or cards<br />
*Leads to a full, but prorated wall loop combo in the corner.<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
Typical Dead Angle but with {{clr|3|2S}}'s good hitbox.<br />
*Always knocks down on hit<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
<br />
===<big>Hyappo Shinshou</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SS.png|"Tag!"<br><small>"Hundred Steps Stinging Chime"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Senri Shinshou</big>===<br />
<span class="input-badge">'''{{clr|4|236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SS.png|<small>"Thousand Li Stinging Chime"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Crossup}}<br />
{{#lst:{{PAGENAME}}/Data|236H_2}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Housai</big>===<br />
<span class="input-badge">'''{{clr|1|214P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_EX_214P.png|<small>"Wraparound"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214P}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Mawarikomi</big>===<br />
<span class="input-badge">'''{{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SP.png|<small>"Wraparound"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Juppo Senken</big>===<br />
<span class="input-badge">'''{{clr|1|623P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_64641236PK.png|<small>"Leg Sweep"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623P}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>Hochifu</big>===<br />
<span class="input-badge">'''46'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_Parry.png|<small>"Cleansing Axe"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|546}}<br />
|}<br />
==== ====<br />
Parry. See [[GGACR/Jam Kuradoberi/Strategy#Parrying|this section]] for more details.<br />
</div><br />
</div><br />
<br />
===<big>Banri Senken</big>===<br />
<span class="input-badge">'''{{clr|1|41236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_EX_41236P.png|<small>"Hawk Sharp Legs"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|41236P}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Shouen</big>===<br />
<span class="input-badge">'''{{clr|2|623K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Jam_3H.png|<small>"Leaping Swift"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Banri Soushou</big>===<br />
<span class="input-badge">'''{{clr|4|214H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Jam_EX_214H.png|<small>"Leaping Swift"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Banri Soushou Follow-up</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} ~ {{clr|4|214H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Jam_EX_214H_214H.png|<small>"Leaping Swift"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214H_214H}}<br />
|}<br />
==== ====<br />
Can use both Hyappo Shinshou and Senri Shinshou as follow-ups<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Force Breaks==<br />
<br />
===<big>FB Hyappo Shinshou</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D}}<br />
|}<br />
==== ====<br />
*Pilebunker 2.0<br />
*One of the best and most tilting Force Breaks in the game. Fast, leads to big damage, has a massive dizzy modifier, possesses tons of invincibility from frame 3 onward, and is completely safe on block to boot. <br />
*Not only does this make for an amazingly safe horizontal DP, this version of the Puffball can also cancel into 22X and any of Jam's charged kicks. If you got a CH from this move, you are allowed to grin maliciously. Great move.<br />
'''Additional Frame Data''' ''Low profile on 2F. Strike invincible 3~14F. Untechable for 28F Dizzy modifier x1.25. Initial prorate 85%. Can cancel into Asanagi no Kokyuu, Asanagi no Kokyuu - Kyoku and all charge kicks''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Kenroukaku</big>===<br />
<span class="input-badge">'''{{clr|5|623D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_623K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=Yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|623D}}<br />
|-<br />
{{AttackVersion|name=Aerial}}<br />
{{#lst:{{PAGENAME}}/Data|j.623D}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Overdrives==<br />
<br />
===<big>Geki: Renhoukyaku</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_632146H.png|<small>"Yearning Ruin Daughter"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>Geki: Hououshou</big>===<br />
<span class="input-badge">'''{{clr|3|632146S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_632146S.png|<small>"Trillion Legs Fenghuang Rise"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|632146S}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Geki: Saishinshou</big>===<br />
<span class="input-badge">'''{{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236236H.png|<small>"Raging: Smashing God Palm"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236236H}}<br />
|}<br />
==== ====<br />
Jam's ''third'' reversal super.<br />
*'''Three frame''' large grounded uppercut animation. Has strike invincibility during its entire active window.<br />
*Launches on hit for a full conversion with a 75% prorate.<br />
*Comes with an FRC point on the first hit for safety.<br />
**This FRC comes with the added bonus of ''150%'' proration and stagger for big grounded followup damage.<br />
*Very stubby range, take care not to get baited, and eye your tension to FRC if necessary.<br />
<br />
'''Additional Frame Data:''' ''Strike invincible 1~8F. 1st hit staggers opponent on hit (max 35F). 2nd hit floats opponent. Both hits are untechable on air hit for 90F. 1st hit initial prorate 150%. 2nd hit forced prorate 75%. FRC timing 3~4F.''<br />
</div><br />
</div><br />
<br />
===<big>Geki: Youeikyaku</big>===<br />
<span class="input-badge">'''{{clr|2|j.236236K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_j2K.png|<small>"Battle Smashing Amber Rending Fists"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236236K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Instant Kill==<br />
===<big>Gasenkotsu</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_IK.png|<small>"Narcissism"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
*One of the fastest IKs in the game in both prep time and startup, second probably only to Ky. Coupled with its fast travel and Jam's huge stun output, you can reliably react to a dizzy and just do it.<br />
'''Additional Frame Data''' ''IK Mode preparation: 54F. Strike invincible 12~16F''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Jam Kuradoberi}}<br />
<br style="clear:both;"/><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name (English/Japanese) !! width="85"|Color<br />
!width="125"|Location !! Common<br>Venues !! Contact !! Status !! Notes !! Example Play<br />
|-<br />
| Teresa || style="text-align:center;"| [[File:GGACR_Jam_Kuradoberi reload_p.png|enter|90px]] <br />
| Japan || Mikado || [https://twitter.com/jamtsukaware Twitter] || Active || DJO on GGPO. Claimed by New York || [https://youtu.be/NjlykVoQByk?t=391 Link]<br />
|-<br />
| Lox || style="text-align:center;"| [[File:GGACR_Jam_Kuradoberi_slash_h.png|enter|90px]] <br />
| Japan || A-cho ||Â [https://mobile.twitter.com/lox_monooki Twitter]Â || Retired to Xrd || Really likes 236P || [https://www.youtube.com/watch?t=942&v=5O7Gs-Bpdpc&feature=youtu.be Link]<br />
|-<br />
| Kenchan || style="text-align:center;"| [[File:GGACR_Jam_Kuradoberi normal_h.png|enter|90px]] <br />
| Japan || || [https://twitter.com/kenchan_jam Twitter] || Active || || [https://youtu.be/s3eEgyXclrI?t=581 Link]<br />
|-<br />
| Kler || style="text-align:center;"| [[File:GGACR_Jam_Kuradoberi_ex_d.png|enter|90px]] <br />
| Russia || GGPO ||Â Â || Active up until recently || || [https://youtu.be/G8lPM2UhwJ4?t=11456 Tournament Match vs Gerran's Venom]<br />
|}<br />
<br />
==={{clr|4|NOTE: These tables are still WIP}}===<br />
<br />
==External References==<br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Jam Kuradoberi/Data]].}}<br />
{{Navbar-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Jam Kuradoberi]]<br />
[[Category:Unga]]</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGACR/Jam_Kuradoberi/EX&diff=208772GGACR/Jam Kuradoberi/EX2021-04-25T04:51:41Z<p>Johhny: /* Shouen */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag|verify}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview= <br />
|lore= '''P.W.A.B. Report #7403:'''<br />
Though she is a chef, subject is one of the world's most proficient wielders of Ki force. Of the five occult arts, the field of 'Ki' energy is the least explored and understood. Most of its users are of Eastern descent, aiding the theory that heredity plays a role. Subject's life goal is to discover new and useful cuisines. Control will not be an issue. Although she poses little threat in and of herself, her capture is still desirable. Therefore, she should not be taken lightly.<br />
|voice_actor= Manami Komori<br />
|summary= is a mobile and versatile rushdown character who can empower her Kick Specials with Cards to make them incredibly deadly and excels at close range. <br />
|pros=<br />
* '''Insane Combo Game''': With cards, Jam can easily hit 50% health combos off of even stray hits. Her carded combos can also carry the opponent to the corner very easily, and all four of her supers can be used to end a combo with a powerful finisher. <br />
* '''Strong pressure''': Some moves are nigh incontestable once Jam gets in range, and her dash stance special can be cancelled into one of four distinct variants that each have purpose in midscreen mixups, gap closing, and sweeping. Her 6H also notably has throw invincibility, meaning Jam can completely ignore the wakeup throw option select that her enemies have, which can leave ignorant opponents eating massive combos. <br />
* '''Combos lead to knockdown''': Knocks down particularly easily with cards. Can make her DP safer with cards.<br />
* '''Great mobility''': A fast ground and airdash let Jam close the gap on a single whiff.<br />
* '''High meter gain''': Abundant meter for use in mixups, pressure, generating cards, or damage output.<br />
* '''Parry''': Strong tool that allows Jam to break out of pressure in ways others cannot.<br />
* '''Voice''': WHATCHAAAAA!!!<br />
|cons=<br />
* '''Abysmal Range''': Jam is outranged by the entire cast. Can make getting in or even playing neutral difficult.<br />
* '''Weak to zoning''': With no projectile nor means of dealing with them, Jam has no real way of dealing with strong zoning. Successfully using her dash and Ryujin are key to approaching, but both come with their own risks. <br />
* '''Limited meterless mixup potential''': Fairly limited meterless high/low mixup without Card Gekirin.<br />
* '''Mediocre Anti-Air''': Since 6P doesn't make for a great AA, Jam must rely on rising buttons, airthrow, or DP to deal with opponents approaching by the air.<br />
* '''Voice''': WHATCHAAAAA!!!<br />
|unique_mechanic1_name= Cards<br />
|unique_mechanic1= Jam can use one of her specials to prepare cards which enhance her other specials by granting them new properties. Using the D instead of K button for the following specials results in the listed changes:<br />
<br />
*Ryuujin: Wallsticks instead of wallbounce. Significantly faster startup and nearly tripled active time with more startup invuln and a large hitbox. <br />
*Gekirin: Becomes three hits, hits crouchers much sooner, becomes untechable and knocks down.<br />
*Kenroukaku: Starts on frame ''three'', hits more times, gains forward momentum, becomes untechable and knocks down.<br />
These cards take time to prepare, and as such are usually prepared after a knockdown, or at full screen. Jam can use {{clr|2|22K}}/{{clr|3|S}}/{{clr|4|H}} for a card for a corresponding move, or {{clr|5|22D}} for one of each card.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|prHmfNfBxDk|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
3 framer. High hitbox standing jab.<br />
*Typical close range string starter. <br />
*Plus three on block for extended pressure.<br />
*Whiffs on a lot of crouching characters, and some standing characters like Zappa. <br />
*Can catch people trying to jump out or anti-air after a parry.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_5K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_5K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
Plus on block standing low. Privileged jab-equivalent kick. <br />
*Frame five on top of everything else.<br />
*Full counter hit state for the entire move's duration. Exercise caution.<br />
*Vital in corner loops.<br />
*Dependent on the matchup. Sometimes used in place of {{clr|3|2S}}.<br />
*Nonstandard, 6F Hitstop. Harder to react to tick-throw setups or to Dead Angle against.<br />
<br />
'''Additional Frame Data:''' ''Force Prorate 80%''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_cS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
The usual punish starter. Situational anti-air.<br />
*Jam leans forward into a decently sized hitbox.<br />
*Generally falls out favor to {{clr|2|5K}} when in range at neutral or as a pressure starter.<br />
*Commonly used to confirm into {{clr|3|f.S}} > TK Ryujin.<br />
*Often relegated to combo fodder.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_fS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
One of Jam's only farther reaching pokes. Meant for space wars.<br />
*Decent AA for spaced airborne opponents<br />
* Should always cancel this with a JC or {{clr|5|2D}} though to make it safe. <br />
*Combos into TK Ryujin and characters at least as tall as Millia for big damage.<br />
*One of Jam's best options to convert into an air combo from the ground.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_5H-1-Hitbox.png|1st hit (Frames 13-15)<br />
GGXXACPR_Jam_5H-2-Hitbox.png|2nd hit (Frames 19-21)<br />
GGXXACPR_Jam_5H-3-Hitbox.png|3rd hit (Frames 25-27)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
The Guard Bar Generator<br />
*Oppressive move on contact. +1 on block.<br />
*Three hits means you build guard bar like mad.<br />
*Has some upper body invul and low profiles on the last hit.<br />
*Third hit vacuums for mixup and pressure resets.<br />
*Forces crouching on hit for stronger confirms.<br />
<br />
Oppressive normal which often leads to the very scary {{clr|4|6H}}. Mixed with throws and other delayed pokes for frame traps, this becomes a go-to in pressure. In neutral, this move can be used to confirm into 6H to begin one of Jam's Card Ryujin combos, but be warned that it can push your opponent away from you at far ranges. Thus, try confirming into 6H early into the move's active frames to ensure that you can begin the combo. <br />
<br />
'''Additional Frame Data:''' ''Upper body invincible 22~24F, 34~36F. Low profile 25~33F. Forces opponent into crouching state on ground hit. 3rd hit pulls in opponent on hit. 1st and 2nd hits have hitstop 7F''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_6P-1-Hitbox.png|1st hit (Frame 7)<br />
GGXXACPR_Jam_6P-2-Hitbox.png|2nd hit (Frames 19-21)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Lower than usual {{clr|1|6P}} meant for catching buttons more than jump-ins.<br />
*Upper body invul frames 1-20. Designed to beat other characters' farther {{clr|3|f.S}}s<br />
*Plus 2 on block, in case they didn't take the bait.<br />
*Both hits stagger on grounded CH for easier confirms<br />
*Gatlings from ''and to'' {{clr|1|2P}} for pressure cycles and repeated frame traps.<br />
<br />
Typical style {{clr|1|6P}} for an infighter. The extensive upper body invul can be used to blow through projectiles. Eg. parry a meaty Charged Stun Edge and going into a {{clr|1|6P}} is a basic strategy against Ky.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_EX_6H.png|The definition of ignorance<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_5D.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
Moderate speed {{clr|5|5D}} but with a subtle animation, especially early into its startup. Extremely safe.<br />
*Gatlings from every button except H/D normals.<br />
*Easy and damaging Impossible Dust combos.<br />
*Only -2 on block. Completely safe unless done point blank.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
Four frame {{clr|1|2P}} which is +4 on block. <br />
*Passable hitbox but good speed.<br />
*Hits fairly high for a crouching P, can be low profiled.<br />
*Hits crouching opponents, as opposed to {{clr|1|5P}}.<br />
*Can stuff approaches due to speed if properly spaced.<br />
<br />
'''Additional Frame Data:''' ''Initial prorate 90%''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
Decent crouching poke.<br />
*Similar to {{clr|5|2D}} in range, decent for Jam.<br />
*Low profiles very slightly.<br />
*Generally cancelled to {{clr|5|2D}} for knockdown or conversion with {{clr|3|236S}}~K.<br />
*Makes for an ok tick throw at -2.<br />
<br />
'''Additional Frame Data:''' ''Initial Prorate 80%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_2S-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|}<br />
==== ====<br />
One of Jam's best poking normals. <br />
*Frame 6 button with deceptively far range. Hits right to past Jam's fingertips.<br />
*Strong hitbox, and safe on block.<br />
*Can stuff quite a few other buttons.<br />
*Staggers on hit, CH combos to FB Puffball.<br />
<br />
'''Additional Frame Data:''' ''Staggers opponent on ground hit (max 39F). Initial prorate 80%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SK.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2D.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_2D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
Six frame sweep. <br />
*Extremely fast for a sweep and with great range for Jam.<br />
*''Jump Cancellable'' to offset being unsafe.<br />
*Has an FRC right up until the first active frame, making for a terrifying pressure reset and mixup tool.<br />
*Combos to {{clr|3|236S}}~K, but timing is character specific.<br />
<br />
'''Additional Frame Data:''' FRC timing: 1-6.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_jP.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_jP-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
Subpar {{clr|1|j.P}}. Most relegated to combo'ing {{clr|3|j.S}}s together.<br />
*Weak horizontal and vertical range.<br />
*Hitbox is entirely enclosed by the hurtbox.<br />
*Self-cancels at least, can be useful to drag blocking airborne opponents back down.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_jK.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_jK-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
Mediocre Air-to-air.<br />
*Jam's farthest reaching air normal.<br />
*Mostly used as combo filler into {{clr|5|j.D}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_jS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_jS-1-Hitbox.png|Frames 4-6<br />
GGXXACPR_Jam_jS-2-Hitbox.png|Frames 7-8<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
One of the strongest rising air-to-airs in the game.<br />
*Frame 4 with a disjointed hitbox above Jam. Has some head invincibility.<br />
*Combos both to and from {{clr|1|j.P}} for hit confirmation.<br />
*Floats somewhat on hit with nonstandard hitstun for bigger conversions.<br />
*Little horizontal range, so ensure that you're close to them first.<br />
'''Additional Frame Data:''' ''Floats opponent on hit (untechable for 16F)''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_jH.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_jH-1-Hitbox.png|Frames 7-8<br />
GGXXACPR_Jam_jH-2-Hitbox.png|Frames 9-10<br />
GGXXACPR_Jam_jH-3-Hitbox.png|Frames 11-12<br />
GGXXACPR_Jam_jH-4-Hitbox.png|Frames 13-14<br />
GGXXACPR_Jam_jH-5-Hitbox.png|Frames 15-16<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
Hits all around for crossups.<br />
*Large active window.<br />
*Confirms to 5F normals on air-to-ground.<br />
*Combos to Ryujin on air hit.<br />
*Easily punished on IB if done from an IAD, can hitconfirm into {{clr|2|j2K}} on block for pushback/safety.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_214K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
==Universal Mechanics==<br />
<br />
===<big>Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_throw.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
Average throw but with free followups.<br />
*Generally leads to a super jump combo with a short air string or free Gekirin reset.<br />
*FRC leads to simpler and easier combo setups with a more lenient proration than most throws.<br />
*Throw itself deals no damage when FRC'd.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_airThrow.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
8 figure leg lock but in air. Leads to knockdown plus oki or cards<br />
*Leads to a full, but prorated wall loop combo in the corner.<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
Typical Dead Angle but with {{clr|3|2S}}'s good hitbox.<br />
*Always knocks down on hit<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
<br />
===<big>Hyappo Shinshou</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SS.png|"Tag!"<br><small>"Hundred Steps Stinging Chime"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Senri Shinshou</big>===<br />
<span class="input-badge">'''{{clr|4|236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SS.png|<small>"Thousand Li Stinging Chime"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Crossup}}<br />
{{#lst:{{PAGENAME}}/Data|236H_2}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Housai</big>===<br />
<span class="input-badge">'''{{clr|1|214P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_EX_214P.png|<small>"Wraparound"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214P}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Mawarikomi</big>===<br />
<span class="input-badge">'''{{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SP.png|<small>"Wraparound"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Juppo Senken</big>===<br />
<span class="input-badge">'''{{clr|1|623P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_64641236PK.png|<small>"Leg Sweep"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623P}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>Hochifu</big>===<br />
<span class="input-badge">'''46'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_Parry.png|<small>"Cleansing Axe"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|546}}<br />
|}<br />
==== ====<br />
Parry. See [[GGACR/Jam Kuradoberi/Strategy#Parrying|this section]] for more details.<br />
</div><br />
</div><br />
<br />
===<big>Banri Senken</big>===<br />
<span class="input-badge">'''{{clr|1|41236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_EX_41236P.png|<small>"Hawk Sharp Legs"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|41236P}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Shouen</big>===<br />
<span class="input-badge">'''{{clr|2|623K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Jam_3H.png|<small>"Leaping Swift"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Banri Soushou</big>===<br />
<span class="input-badge">'''{{clr|4|214H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Jam_EX_214H.png|<small>"Leaping Swift"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Banri Soushou Follow-up</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} ~ {{clr|4|214H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Jam_EX_214H_214H.png|<small>"Leaping Swift"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214H_214H}}<br />
|}<br />
==== ====<br />
Can use both Hyappo Shinshou and Senri Shinshou as follow-ups<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Force Breaks==<br />
<br />
===<big>FB Hyappo Shinshou</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D}}<br />
|}<br />
==== ====<br />
*Pilebunker 2.0<br />
*One of the best and most tilting Force Breaks in the game. Fast, leads to big damage, has a massive dizzy modifier, possesses tons of invincibility from frame 3 onward, and is completely safe on block to boot. <br />
*Not only does this make for an amazingly safe horizontal DP, this version of the Puffball can also cancel into 22X and any of Jam's charged kicks. If you got a CH from this move, you are allowed to grin maliciously. Great move.<br />
'''Additional Frame Data''' ''Low profile on 2F. Strike invincible 3~14F. Untechable for 28F Dizzy modifier x1.25. Initial prorate 85%. Can cancel into Asanagi no Kokyuu, Asanagi no Kokyuu - Kyoku and all charge kicks''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Kenroukaku</big>===<br />
<span class="input-badge">'''{{clr|5|623D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_623K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=Yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|623D}}<br />
|-<br />
{{AttackVersion|name=Aerial}}<br />
{{#lst:{{PAGENAME}}/Data|j.623D}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Overdrives==<br />
<br />
===<big>Geki: Renhoukyaku</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_632146H.png|<small>"Yearning Ruin Daughter"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>Geki: Hououshou</big>===<br />
<span class="input-badge">'''{{clr|3|632146S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_632146S.png|<small>"Trillion Legs Fenghuang Rise"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|632146S}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Geki: Saishinshou</big>===<br />
<span class="input-badge">'''{{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236236H.png|<small>"Raging: Smashing God Palm"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236236H}}<br />
|}<br />
==== ====<br />
Jam's ''third'' reversal super.<br />
*'''Three frame''' large grounded uppercut animation. Has strike invincibility during its entire active window.<br />
*Launches on hit for a full conversion with a 75% prorate.<br />
*Comes with an FRC point on the first hit for safety.<br />
**This FRC comes with the added bonus of ''150%'' proration and stagger for big grounded followup damage.<br />
*Very stubby range, take care not to get baited, and eye your tension to FRC if necessary.<br />
<br />
'''Additional Frame Data:''' ''Strike invincible 1~8F. 1st hit staggers opponent on hit (max 35F). 2nd hit floats opponent. Both hits are untechable on air hit for 90F. 1st hit initial prorate 150%. 2nd hit forced prorate 75%. FRC timing 3~4F.''<br />
</div><br />
</div><br />
<br />
===<big>Geki: Youeikyaku</big>===<br />
<span class="input-badge">'''{{clr|2|j.236236K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_j2K.png|<small>"Battle Smashing Amber Rending Fists"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236236K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Instant Kill==<br />
===<big>Gasenkotsu</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_IK.png|<small>"Narcissism"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
*One of the fastest IKs in the game in both prep time and startup, second probably only to Ky. Coupled with its fast travel and Jam's huge stun output, you can reliably react to a dizzy and just do it.<br />
'''Additional Frame Data''' ''IK Mode preparation: 54F. Strike invincible 12~16F''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Jam Kuradoberi}}<br />
<br style="clear:both;"/><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name (English/Japanese) !! width="85"|Color<br />
!width="125"|Location !! Common<br>Venues !! Contact !! Status !! Notes !! Example Play<br />
|-<br />
| Teresa || style="text-align:center;"| [[File:GGACR_Jam_Kuradoberi reload_p.png|enter|90px]] <br />
| Japan || Mikado || [https://twitter.com/jamtsukaware Twitter] || Active || DJO on GGPO. Claimed by New York || [https://youtu.be/NjlykVoQByk?t=391 Link]<br />
|-<br />
| Lox || style="text-align:center;"| [[File:GGACR_Jam_Kuradoberi_slash_h.png|enter|90px]] <br />
| Japan || A-cho ||Â [https://mobile.twitter.com/lox_monooki Twitter]Â || Retired to Xrd || Really likes 236P || [https://www.youtube.com/watch?t=942&v=5O7Gs-Bpdpc&feature=youtu.be Link]<br />
|-<br />
| Kenchan || style="text-align:center;"| [[File:GGACR_Jam_Kuradoberi normal_h.png|enter|90px]] <br />
| Japan || || [https://twitter.com/kenchan_jam Twitter] || Active || || [https://youtu.be/s3eEgyXclrI?t=581 Link]<br />
|-<br />
| Kler || style="text-align:center;"| [[File:GGACR_Jam_Kuradoberi_ex_d.png|enter|90px]] <br />
| Russia || GGPO ||Â Â || Active up until recently || || [https://youtu.be/G8lPM2UhwJ4?t=11456 Tournament Match vs Gerran's Venom]<br />
|}<br />
<br />
==={{clr|4|NOTE: These tables are still WIP}}===<br />
<br />
==External References==<br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Jam Kuradoberi/Data]].}}<br />
{{Navbar-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Jam Kuradoberi]]<br />
[[Category:Unga]]</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGACR/Jam_Kuradoberi/EX&diff=208771GGACR/Jam Kuradoberi/EX2021-04-25T04:50:22Z<p>Johhny: /* Geki: Youeikyaku */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag|verify}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview= <br />
|lore= '''P.W.A.B. Report #7403:'''<br />
Though she is a chef, subject is one of the world's most proficient wielders of Ki force. Of the five occult arts, the field of 'Ki' energy is the least explored and understood. Most of its users are of Eastern descent, aiding the theory that heredity plays a role. Subject's life goal is to discover new and useful cuisines. Control will not be an issue. Although she poses little threat in and of herself, her capture is still desirable. Therefore, she should not be taken lightly.<br />
|voice_actor= Manami Komori<br />
|summary= is a mobile and versatile rushdown character who can empower her Kick Specials with Cards to make them incredibly deadly and excels at close range. <br />
|pros=<br />
* '''Insane Combo Game''': With cards, Jam can easily hit 50% health combos off of even stray hits. Her carded combos can also carry the opponent to the corner very easily, and all four of her supers can be used to end a combo with a powerful finisher. <br />
* '''Strong pressure''': Some moves are nigh incontestable once Jam gets in range, and her dash stance special can be cancelled into one of four distinct variants that each have purpose in midscreen mixups, gap closing, and sweeping. Her 6H also notably has throw invincibility, meaning Jam can completely ignore the wakeup throw option select that her enemies have, which can leave ignorant opponents eating massive combos. <br />
* '''Combos lead to knockdown''': Knocks down particularly easily with cards. Can make her DP safer with cards.<br />
* '''Great mobility''': A fast ground and airdash let Jam close the gap on a single whiff.<br />
* '''High meter gain''': Abundant meter for use in mixups, pressure, generating cards, or damage output.<br />
* '''Parry''': Strong tool that allows Jam to break out of pressure in ways others cannot.<br />
* '''Voice''': WHATCHAAAAA!!!<br />
|cons=<br />
* '''Abysmal Range''': Jam is outranged by the entire cast. Can make getting in or even playing neutral difficult.<br />
* '''Weak to zoning''': With no projectile nor means of dealing with them, Jam has no real way of dealing with strong zoning. Successfully using her dash and Ryujin are key to approaching, but both come with their own risks. <br />
* '''Limited meterless mixup potential''': Fairly limited meterless high/low mixup without Card Gekirin.<br />
* '''Mediocre Anti-Air''': Since 6P doesn't make for a great AA, Jam must rely on rising buttons, airthrow, or DP to deal with opponents approaching by the air.<br />
* '''Voice''': WHATCHAAAAA!!!<br />
|unique_mechanic1_name= Cards<br />
|unique_mechanic1= Jam can use one of her specials to prepare cards which enhance her other specials by granting them new properties. Using the D instead of K button for the following specials results in the listed changes:<br />
<br />
*Ryuujin: Wallsticks instead of wallbounce. Significantly faster startup and nearly tripled active time with more startup invuln and a large hitbox. <br />
*Gekirin: Becomes three hits, hits crouchers much sooner, becomes untechable and knocks down.<br />
*Kenroukaku: Starts on frame ''three'', hits more times, gains forward momentum, becomes untechable and knocks down.<br />
These cards take time to prepare, and as such are usually prepared after a knockdown, or at full screen. Jam can use {{clr|2|22K}}/{{clr|3|S}}/{{clr|4|H}} for a card for a corresponding move, or {{clr|5|22D}} for one of each card.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|prHmfNfBxDk|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
3 framer. High hitbox standing jab.<br />
*Typical close range string starter. <br />
*Plus three on block for extended pressure.<br />
*Whiffs on a lot of crouching characters, and some standing characters like Zappa. <br />
*Can catch people trying to jump out or anti-air after a parry.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_5K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_5K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
Plus on block standing low. Privileged jab-equivalent kick. <br />
*Frame five on top of everything else.<br />
*Full counter hit state for the entire move's duration. Exercise caution.<br />
*Vital in corner loops.<br />
*Dependent on the matchup. Sometimes used in place of {{clr|3|2S}}.<br />
*Nonstandard, 6F Hitstop. Harder to react to tick-throw setups or to Dead Angle against.<br />
<br />
'''Additional Frame Data:''' ''Force Prorate 80%''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_cS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
The usual punish starter. Situational anti-air.<br />
*Jam leans forward into a decently sized hitbox.<br />
*Generally falls out favor to {{clr|2|5K}} when in range at neutral or as a pressure starter.<br />
*Commonly used to confirm into {{clr|3|f.S}} > TK Ryujin.<br />
*Often relegated to combo fodder.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_fS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
One of Jam's only farther reaching pokes. Meant for space wars.<br />
*Decent AA for spaced airborne opponents<br />
* Should always cancel this with a JC or {{clr|5|2D}} though to make it safe. <br />
*Combos into TK Ryujin and characters at least as tall as Millia for big damage.<br />
*One of Jam's best options to convert into an air combo from the ground.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_5H-1-Hitbox.png|1st hit (Frames 13-15)<br />
GGXXACPR_Jam_5H-2-Hitbox.png|2nd hit (Frames 19-21)<br />
GGXXACPR_Jam_5H-3-Hitbox.png|3rd hit (Frames 25-27)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
The Guard Bar Generator<br />
*Oppressive move on contact. +1 on block.<br />
*Three hits means you build guard bar like mad.<br />
*Has some upper body invul and low profiles on the last hit.<br />
*Third hit vacuums for mixup and pressure resets.<br />
*Forces crouching on hit for stronger confirms.<br />
<br />
Oppressive normal which often leads to the very scary {{clr|4|6H}}. Mixed with throws and other delayed pokes for frame traps, this becomes a go-to in pressure. In neutral, this move can be used to confirm into 6H to begin one of Jam's Card Ryujin combos, but be warned that it can push your opponent away from you at far ranges. Thus, try confirming into 6H early into the move's active frames to ensure that you can begin the combo. <br />
<br />
'''Additional Frame Data:''' ''Upper body invincible 22~24F, 34~36F. Low profile 25~33F. Forces opponent into crouching state on ground hit. 3rd hit pulls in opponent on hit. 1st and 2nd hits have hitstop 7F''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_6P-1-Hitbox.png|1st hit (Frame 7)<br />
GGXXACPR_Jam_6P-2-Hitbox.png|2nd hit (Frames 19-21)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Lower than usual {{clr|1|6P}} meant for catching buttons more than jump-ins.<br />
*Upper body invul frames 1-20. Designed to beat other characters' farther {{clr|3|f.S}}s<br />
*Plus 2 on block, in case they didn't take the bait.<br />
*Both hits stagger on grounded CH for easier confirms<br />
*Gatlings from ''and to'' {{clr|1|2P}} for pressure cycles and repeated frame traps.<br />
<br />
Typical style {{clr|1|6P}} for an infighter. The extensive upper body invul can be used to blow through projectiles. Eg. parry a meaty Charged Stun Edge and going into a {{clr|1|6P}} is a basic strategy against Ky.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_EX_6H.png|The definition of ignorance<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_5D.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
Moderate speed {{clr|5|5D}} but with a subtle animation, especially early into its startup. Extremely safe.<br />
*Gatlings from every button except H/D normals.<br />
*Easy and damaging Impossible Dust combos.<br />
*Only -2 on block. Completely safe unless done point blank.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
Four frame {{clr|1|2P}} which is +4 on block. <br />
*Passable hitbox but good speed.<br />
*Hits fairly high for a crouching P, can be low profiled.<br />
*Hits crouching opponents, as opposed to {{clr|1|5P}}.<br />
*Can stuff approaches due to speed if properly spaced.<br />
<br />
'''Additional Frame Data:''' ''Initial prorate 90%''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
Decent crouching poke.<br />
*Similar to {{clr|5|2D}} in range, decent for Jam.<br />
*Low profiles very slightly.<br />
*Generally cancelled to {{clr|5|2D}} for knockdown or conversion with {{clr|3|236S}}~K.<br />
*Makes for an ok tick throw at -2.<br />
<br />
'''Additional Frame Data:''' ''Initial Prorate 80%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_2S-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|}<br />
==== ====<br />
One of Jam's best poking normals. <br />
*Frame 6 button with deceptively far range. Hits right to past Jam's fingertips.<br />
*Strong hitbox, and safe on block.<br />
*Can stuff quite a few other buttons.<br />
*Staggers on hit, CH combos to FB Puffball.<br />
<br />
'''Additional Frame Data:''' ''Staggers opponent on ground hit (max 39F). Initial prorate 80%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SK.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2D.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_2D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
Six frame sweep. <br />
*Extremely fast for a sweep and with great range for Jam.<br />
*''Jump Cancellable'' to offset being unsafe.<br />
*Has an FRC right up until the first active frame, making for a terrifying pressure reset and mixup tool.<br />
*Combos to {{clr|3|236S}}~K, but timing is character specific.<br />
<br />
'''Additional Frame Data:''' FRC timing: 1-6.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_jP.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_jP-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
Subpar {{clr|1|j.P}}. Most relegated to combo'ing {{clr|3|j.S}}s together.<br />
*Weak horizontal and vertical range.<br />
*Hitbox is entirely enclosed by the hurtbox.<br />
*Self-cancels at least, can be useful to drag blocking airborne opponents back down.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_jK.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_jK-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
Mediocre Air-to-air.<br />
*Jam's farthest reaching air normal.<br />
*Mostly used as combo filler into {{clr|5|j.D}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_jS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_jS-1-Hitbox.png|Frames 4-6<br />
GGXXACPR_Jam_jS-2-Hitbox.png|Frames 7-8<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
One of the strongest rising air-to-airs in the game.<br />
*Frame 4 with a disjointed hitbox above Jam. Has some head invincibility.<br />
*Combos both to and from {{clr|1|j.P}} for hit confirmation.<br />
*Floats somewhat on hit with nonstandard hitstun for bigger conversions.<br />
*Little horizontal range, so ensure that you're close to them first.<br />
'''Additional Frame Data:''' ''Floats opponent on hit (untechable for 16F)''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_jH.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_jH-1-Hitbox.png|Frames 7-8<br />
GGXXACPR_Jam_jH-2-Hitbox.png|Frames 9-10<br />
GGXXACPR_Jam_jH-3-Hitbox.png|Frames 11-12<br />
GGXXACPR_Jam_jH-4-Hitbox.png|Frames 13-14<br />
GGXXACPR_Jam_jH-5-Hitbox.png|Frames 15-16<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
Hits all around for crossups.<br />
*Large active window.<br />
*Confirms to 5F normals on air-to-ground.<br />
*Combos to Ryujin on air hit.<br />
*Easily punished on IB if done from an IAD, can hitconfirm into {{clr|2|j2K}} on block for pushback/safety.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_214K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
==Universal Mechanics==<br />
<br />
===<big>Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_throw.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
Average throw but with free followups.<br />
*Generally leads to a super jump combo with a short air string or free Gekirin reset.<br />
*FRC leads to simpler and easier combo setups with a more lenient proration than most throws.<br />
*Throw itself deals no damage when FRC'd.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_airThrow.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
8 figure leg lock but in air. Leads to knockdown plus oki or cards<br />
*Leads to a full, but prorated wall loop combo in the corner.<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
Typical Dead Angle but with {{clr|3|2S}}'s good hitbox.<br />
*Always knocks down on hit<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
<br />
===<big>Hyappo Shinshou</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SS.png|"Tag!"<br><small>"Hundred Steps Stinging Chime"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Senri Shinshou</big>===<br />
<span class="input-badge">'''{{clr|4|236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SS.png|<small>"Thousand Li Stinging Chime"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Crossup}}<br />
{{#lst:{{PAGENAME}}/Data|236H_2}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Housai</big>===<br />
<span class="input-badge">'''{{clr|1|214P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_EX_214P.png|<small>"Wraparound"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214P}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Mawarikomi</big>===<br />
<span class="input-badge">'''{{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SP.png|<small>"Wraparound"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Juppo Senken</big>===<br />
<span class="input-badge">'''{{clr|1|623P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_64641236PK.png|<small>"Leg Sweep"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623P}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>Hochifu</big>===<br />
<span class="input-badge">'''46'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_Parry.png|<small>"Cleansing Axe"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|546}}<br />
|}<br />
==== ====<br />
Parry. See [[GGACR/Jam Kuradoberi/Strategy#Parrying|this section]] for more details.<br />
</div><br />
</div><br />
<br />
===<big>Banri Senken</big>===<br />
<span class="input-badge">'''{{clr|1|41236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_EX_41236P.png|<small>"Hawk Sharp Legs"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|41236P}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Shouen</big>===<br />
<span class="input-badge">'''{{clr|2|623K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Jam_3H.png|<small>"Leaping Swift"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|623K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Banri Soushou</big>===<br />
<span class="input-badge">'''{{clr|4|214H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Jam_EX_214H.png|<small>"Leaping Swift"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Banri Soushou Follow-up</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} ~ {{clr|4|214H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Jam_EX_214H_214H.png|<small>"Leaping Swift"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214H_214H}}<br />
|}<br />
==== ====<br />
Can use both Hyappo Shinshou and Senri Shinshou as follow-ups<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Force Breaks==<br />
<br />
===<big>FB Hyappo Shinshou</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D}}<br />
|}<br />
==== ====<br />
*Pilebunker 2.0<br />
*One of the best and most tilting Force Breaks in the game. Fast, leads to big damage, has a massive dizzy modifier, possesses tons of invincibility from frame 3 onward, and is completely safe on block to boot. <br />
*Not only does this make for an amazingly safe horizontal DP, this version of the Puffball can also cancel into 22X and any of Jam's charged kicks. If you got a CH from this move, you are allowed to grin maliciously. Great move.<br />
'''Additional Frame Data''' ''Low profile on 2F. Strike invincible 3~14F. Untechable for 28F Dizzy modifier x1.25. Initial prorate 85%. Can cancel into Asanagi no Kokyuu, Asanagi no Kokyuu - Kyoku and all charge kicks''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Kenroukaku</big>===<br />
<span class="input-badge">'''{{clr|5|623D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_623K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=Yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|623D}}<br />
|-<br />
{{AttackVersion|name=Aerial}}<br />
{{#lst:{{PAGENAME}}/Data|j.623D}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Overdrives==<br />
<br />
===<big>Geki: Renhoukyaku</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_632146H.png|<small>"Yearning Ruin Daughter"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>Geki: Hououshou</big>===<br />
<span class="input-badge">'''{{clr|3|632146S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_632146S.png|<small>"Trillion Legs Fenghuang Rise"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|632146S}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Geki: Saishinshou</big>===<br />
<span class="input-badge">'''{{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236236H.png|<small>"Raging: Smashing God Palm"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236236H}}<br />
|}<br />
==== ====<br />
Jam's ''third'' reversal super.<br />
*'''Three frame''' large grounded uppercut animation. Has strike invincibility during its entire active window.<br />
*Launches on hit for a full conversion with a 75% prorate.<br />
*Comes with an FRC point on the first hit for safety.<br />
**This FRC comes with the added bonus of ''150%'' proration and stagger for big grounded followup damage.<br />
*Very stubby range, take care not to get baited, and eye your tension to FRC if necessary.<br />
<br />
'''Additional Frame Data:''' ''Strike invincible 1~8F. 1st hit staggers opponent on hit (max 35F). 2nd hit floats opponent. Both hits are untechable on air hit for 90F. 1st hit initial prorate 150%. 2nd hit forced prorate 75%. FRC timing 3~4F.''<br />
</div><br />
</div><br />
<br />
===<big>Geki: Youeikyaku</big>===<br />
<span class="input-badge">'''{{clr|2|j.236236K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_j2K.png|<small>"Battle Smashing Amber Rending Fists"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236236K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Instant Kill==<br />
===<big>Gasenkotsu</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_IK.png|<small>"Narcissism"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
*One of the fastest IKs in the game in both prep time and startup, second probably only to Ky. Coupled with its fast travel and Jam's huge stun output, you can reliably react to a dizzy and just do it.<br />
'''Additional Frame Data''' ''IK Mode preparation: 54F. Strike invincible 12~16F''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Jam Kuradoberi}}<br />
<br style="clear:both;"/><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name (English/Japanese) !! width="85"|Color<br />
!width="125"|Location !! Common<br>Venues !! Contact !! Status !! Notes !! Example Play<br />
|-<br />
| Teresa || style="text-align:center;"| [[File:GGACR_Jam_Kuradoberi reload_p.png|enter|90px]] <br />
| Japan || Mikado || [https://twitter.com/jamtsukaware Twitter] || Active || DJO on GGPO. Claimed by New York || [https://youtu.be/NjlykVoQByk?t=391 Link]<br />
|-<br />
| Lox || style="text-align:center;"| [[File:GGACR_Jam_Kuradoberi_slash_h.png|enter|90px]] <br />
| Japan || A-cho ||Â [https://mobile.twitter.com/lox_monooki Twitter]Â || Retired to Xrd || Really likes 236P || [https://www.youtube.com/watch?t=942&v=5O7Gs-Bpdpc&feature=youtu.be Link]<br />
|-<br />
| Kenchan || style="text-align:center;"| [[File:GGACR_Jam_Kuradoberi normal_h.png|enter|90px]] <br />
| Japan || || [https://twitter.com/kenchan_jam Twitter] || Active || || [https://youtu.be/s3eEgyXclrI?t=581 Link]<br />
|-<br />
| Kler || style="text-align:center;"| [[File:GGACR_Jam_Kuradoberi_ex_d.png|enter|90px]] <br />
| Russia || GGPO ||Â Â || Active up until recently || || [https://youtu.be/G8lPM2UhwJ4?t=11456 Tournament Match vs Gerran's Venom]<br />
|}<br />
<br />
==={{clr|4|NOTE: These tables are still WIP}}===<br />
<br />
==External References==<br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Jam Kuradoberi/Data]].}}<br />
{{Navbar-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Jam Kuradoberi]]<br />
[[Category:Unga]]</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGACR/Jam_Kuradoberi/EX&diff=208770GGACR/Jam Kuradoberi/EX2021-04-25T04:49:04Z<p>Johhny: /* {{clr|4|3H}} */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag|verify}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview= <br />
|lore= '''P.W.A.B. Report #7403:'''<br />
Though she is a chef, subject is one of the world's most proficient wielders of Ki force. Of the five occult arts, the field of 'Ki' energy is the least explored and understood. Most of its users are of Eastern descent, aiding the theory that heredity plays a role. Subject's life goal is to discover new and useful cuisines. Control will not be an issue. Although she poses little threat in and of herself, her capture is still desirable. Therefore, she should not be taken lightly.<br />
|voice_actor= Manami Komori<br />
|summary= is a mobile and versatile rushdown character who can empower her Kick Specials with Cards to make them incredibly deadly and excels at close range. <br />
|pros=<br />
* '''Insane Combo Game''': With cards, Jam can easily hit 50% health combos off of even stray hits. Her carded combos can also carry the opponent to the corner very easily, and all four of her supers can be used to end a combo with a powerful finisher. <br />
* '''Strong pressure''': Some moves are nigh incontestable once Jam gets in range, and her dash stance special can be cancelled into one of four distinct variants that each have purpose in midscreen mixups, gap closing, and sweeping. Her 6H also notably has throw invincibility, meaning Jam can completely ignore the wakeup throw option select that her enemies have, which can leave ignorant opponents eating massive combos. <br />
* '''Combos lead to knockdown''': Knocks down particularly easily with cards. Can make her DP safer with cards.<br />
* '''Great mobility''': A fast ground and airdash let Jam close the gap on a single whiff.<br />
* '''High meter gain''': Abundant meter for use in mixups, pressure, generating cards, or damage output.<br />
* '''Parry''': Strong tool that allows Jam to break out of pressure in ways others cannot.<br />
* '''Voice''': WHATCHAAAAA!!!<br />
|cons=<br />
* '''Abysmal Range''': Jam is outranged by the entire cast. Can make getting in or even playing neutral difficult.<br />
* '''Weak to zoning''': With no projectile nor means of dealing with them, Jam has no real way of dealing with strong zoning. Successfully using her dash and Ryujin are key to approaching, but both come with their own risks. <br />
* '''Limited meterless mixup potential''': Fairly limited meterless high/low mixup without Card Gekirin.<br />
* '''Mediocre Anti-Air''': Since 6P doesn't make for a great AA, Jam must rely on rising buttons, airthrow, or DP to deal with opponents approaching by the air.<br />
* '''Voice''': WHATCHAAAAA!!!<br />
|unique_mechanic1_name= Cards<br />
|unique_mechanic1= Jam can use one of her specials to prepare cards which enhance her other specials by granting them new properties. Using the D instead of K button for the following specials results in the listed changes:<br />
<br />
*Ryuujin: Wallsticks instead of wallbounce. Significantly faster startup and nearly tripled active time with more startup invuln and a large hitbox. <br />
*Gekirin: Becomes three hits, hits crouchers much sooner, becomes untechable and knocks down.<br />
*Kenroukaku: Starts on frame ''three'', hits more times, gains forward momentum, becomes untechable and knocks down.<br />
These cards take time to prepare, and as such are usually prepared after a knockdown, or at full screen. Jam can use {{clr|2|22K}}/{{clr|3|S}}/{{clr|4|H}} for a card for a corresponding move, or {{clr|5|22D}} for one of each card.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|prHmfNfBxDk|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
3 framer. High hitbox standing jab.<br />
*Typical close range string starter. <br />
*Plus three on block for extended pressure.<br />
*Whiffs on a lot of crouching characters, and some standing characters like Zappa. <br />
*Can catch people trying to jump out or anti-air after a parry.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_5K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_5K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
Plus on block standing low. Privileged jab-equivalent kick. <br />
*Frame five on top of everything else.<br />
*Full counter hit state for the entire move's duration. Exercise caution.<br />
*Vital in corner loops.<br />
*Dependent on the matchup. Sometimes used in place of {{clr|3|2S}}.<br />
*Nonstandard, 6F Hitstop. Harder to react to tick-throw setups or to Dead Angle against.<br />
<br />
'''Additional Frame Data:''' ''Force Prorate 80%''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_cS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
The usual punish starter. Situational anti-air.<br />
*Jam leans forward into a decently sized hitbox.<br />
*Generally falls out favor to {{clr|2|5K}} when in range at neutral or as a pressure starter.<br />
*Commonly used to confirm into {{clr|3|f.S}} > TK Ryujin.<br />
*Often relegated to combo fodder.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_fS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
One of Jam's only farther reaching pokes. Meant for space wars.<br />
*Decent AA for spaced airborne opponents<br />
* Should always cancel this with a JC or {{clr|5|2D}} though to make it safe. <br />
*Combos into TK Ryujin and characters at least as tall as Millia for big damage.<br />
*One of Jam's best options to convert into an air combo from the ground.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_5H-1-Hitbox.png|1st hit (Frames 13-15)<br />
GGXXACPR_Jam_5H-2-Hitbox.png|2nd hit (Frames 19-21)<br />
GGXXACPR_Jam_5H-3-Hitbox.png|3rd hit (Frames 25-27)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
The Guard Bar Generator<br />
*Oppressive move on contact. +1 on block.<br />
*Three hits means you build guard bar like mad.<br />
*Has some upper body invul and low profiles on the last hit.<br />
*Third hit vacuums for mixup and pressure resets.<br />
*Forces crouching on hit for stronger confirms.<br />
<br />
Oppressive normal which often leads to the very scary {{clr|4|6H}}. Mixed with throws and other delayed pokes for frame traps, this becomes a go-to in pressure. In neutral, this move can be used to confirm into 6H to begin one of Jam's Card Ryujin combos, but be warned that it can push your opponent away from you at far ranges. Thus, try confirming into 6H early into the move's active frames to ensure that you can begin the combo. <br />
<br />
'''Additional Frame Data:''' ''Upper body invincible 22~24F, 34~36F. Low profile 25~33F. Forces opponent into crouching state on ground hit. 3rd hit pulls in opponent on hit. 1st and 2nd hits have hitstop 7F''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_6P-1-Hitbox.png|1st hit (Frame 7)<br />
GGXXACPR_Jam_6P-2-Hitbox.png|2nd hit (Frames 19-21)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Lower than usual {{clr|1|6P}} meant for catching buttons more than jump-ins.<br />
*Upper body invul frames 1-20. Designed to beat other characters' farther {{clr|3|f.S}}s<br />
*Plus 2 on block, in case they didn't take the bait.<br />
*Both hits stagger on grounded CH for easier confirms<br />
*Gatlings from ''and to'' {{clr|1|2P}} for pressure cycles and repeated frame traps.<br />
<br />
Typical style {{clr|1|6P}} for an infighter. The extensive upper body invul can be used to blow through projectiles. Eg. parry a meaty Charged Stun Edge and going into a {{clr|1|6P}} is a basic strategy against Ky.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_EX_6H.png|The definition of ignorance<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_5D.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
Moderate speed {{clr|5|5D}} but with a subtle animation, especially early into its startup. Extremely safe.<br />
*Gatlings from every button except H/D normals.<br />
*Easy and damaging Impossible Dust combos.<br />
*Only -2 on block. Completely safe unless done point blank.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
Four frame {{clr|1|2P}} which is +4 on block. <br />
*Passable hitbox but good speed.<br />
*Hits fairly high for a crouching P, can be low profiled.<br />
*Hits crouching opponents, as opposed to {{clr|1|5P}}.<br />
*Can stuff approaches due to speed if properly spaced.<br />
<br />
'''Additional Frame Data:''' ''Initial prorate 90%''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
Decent crouching poke.<br />
*Similar to {{clr|5|2D}} in range, decent for Jam.<br />
*Low profiles very slightly.<br />
*Generally cancelled to {{clr|5|2D}} for knockdown or conversion with {{clr|3|236S}}~K.<br />
*Makes for an ok tick throw at -2.<br />
<br />
'''Additional Frame Data:''' ''Initial Prorate 80%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_2S-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|}<br />
==== ====<br />
One of Jam's best poking normals. <br />
*Frame 6 button with deceptively far range. Hits right to past Jam's fingertips.<br />
*Strong hitbox, and safe on block.<br />
*Can stuff quite a few other buttons.<br />
*Staggers on hit, CH combos to FB Puffball.<br />
<br />
'''Additional Frame Data:''' ''Staggers opponent on ground hit (max 39F). Initial prorate 80%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SK.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2D.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_2D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
Six frame sweep. <br />
*Extremely fast for a sweep and with great range for Jam.<br />
*''Jump Cancellable'' to offset being unsafe.<br />
*Has an FRC right up until the first active frame, making for a terrifying pressure reset and mixup tool.<br />
*Combos to {{clr|3|236S}}~K, but timing is character specific.<br />
<br />
'''Additional Frame Data:''' FRC timing: 1-6.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_jP.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_jP-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
Subpar {{clr|1|j.P}}. Most relegated to combo'ing {{clr|3|j.S}}s together.<br />
*Weak horizontal and vertical range.<br />
*Hitbox is entirely enclosed by the hurtbox.<br />
*Self-cancels at least, can be useful to drag blocking airborne opponents back down.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_jK.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_jK-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
Mediocre Air-to-air.<br />
*Jam's farthest reaching air normal.<br />
*Mostly used as combo filler into {{clr|5|j.D}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_jS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_jS-1-Hitbox.png|Frames 4-6<br />
GGXXACPR_Jam_jS-2-Hitbox.png|Frames 7-8<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
One of the strongest rising air-to-airs in the game.<br />
*Frame 4 with a disjointed hitbox above Jam. Has some head invincibility.<br />
*Combos both to and from {{clr|1|j.P}} for hit confirmation.<br />
*Floats somewhat on hit with nonstandard hitstun for bigger conversions.<br />
*Little horizontal range, so ensure that you're close to them first.<br />
'''Additional Frame Data:''' ''Floats opponent on hit (untechable for 16F)''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_jH.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_jH-1-Hitbox.png|Frames 7-8<br />
GGXXACPR_Jam_jH-2-Hitbox.png|Frames 9-10<br />
GGXXACPR_Jam_jH-3-Hitbox.png|Frames 11-12<br />
GGXXACPR_Jam_jH-4-Hitbox.png|Frames 13-14<br />
GGXXACPR_Jam_jH-5-Hitbox.png|Frames 15-16<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
Hits all around for crossups.<br />
*Large active window.<br />
*Confirms to 5F normals on air-to-ground.<br />
*Combos to Ryujin on air hit.<br />
*Easily punished on IB if done from an IAD, can hitconfirm into {{clr|2|j2K}} on block for pushback/safety.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_214K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
==Universal Mechanics==<br />
<br />
===<big>Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_throw.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
Average throw but with free followups.<br />
*Generally leads to a super jump combo with a short air string or free Gekirin reset.<br />
*FRC leads to simpler and easier combo setups with a more lenient proration than most throws.<br />
*Throw itself deals no damage when FRC'd.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_airThrow.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
8 figure leg lock but in air. Leads to knockdown plus oki or cards<br />
*Leads to a full, but prorated wall loop combo in the corner.<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
Typical Dead Angle but with {{clr|3|2S}}'s good hitbox.<br />
*Always knocks down on hit<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
<br />
===<big>Hyappo Shinshou</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SS.png|"Tag!"<br><small>"Hundred Steps Stinging Chime"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Senri Shinshou</big>===<br />
<span class="input-badge">'''{{clr|4|236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SS.png|<small>"Thousand Li Stinging Chime"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Crossup}}<br />
{{#lst:{{PAGENAME}}/Data|236H_2}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Housai</big>===<br />
<span class="input-badge">'''{{clr|1|214P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_EX_214P.png|<small>"Wraparound"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214P}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Mawarikomi</big>===<br />
<span class="input-badge">'''{{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SP.png|<small>"Wraparound"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Juppo Senken</big>===<br />
<span class="input-badge">'''{{clr|1|623P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_64641236PK.png|<small>"Leg Sweep"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623P}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>Hochifu</big>===<br />
<span class="input-badge">'''46'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_Parry.png|<small>"Cleansing Axe"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|546}}<br />
|}<br />
==== ====<br />
Parry. See [[GGACR/Jam Kuradoberi/Strategy#Parrying|this section]] for more details.<br />
</div><br />
</div><br />
<br />
===<big>Banri Senken</big>===<br />
<span class="input-badge">'''{{clr|1|41236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_EX_41236P.png|<small>"Hawk Sharp Legs"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|41236P}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Shouen</big>===<br />
<span class="input-badge">'''{{clr|2|623K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Jam_3H.png|<small>"Leaping Swift"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|623K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Banri Soushou</big>===<br />
<span class="input-badge">'''{{clr|4|214H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Jam_EX_214H.png|<small>"Leaping Swift"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Banri Soushou Follow-up</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} ~ {{clr|4|214H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Jam_EX_214H_214H.png|<small>"Leaping Swift"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214H_214H}}<br />
|}<br />
==== ====<br />
Can use both Hyappo Shinshou and Senri Shinshou as follow-ups<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Force Breaks==<br />
<br />
===<big>FB Hyappo Shinshou</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D}}<br />
|}<br />
==== ====<br />
*Pilebunker 2.0<br />
*One of the best and most tilting Force Breaks in the game. Fast, leads to big damage, has a massive dizzy modifier, possesses tons of invincibility from frame 3 onward, and is completely safe on block to boot. <br />
*Not only does this make for an amazingly safe horizontal DP, this version of the Puffball can also cancel into 22X and any of Jam's charged kicks. If you got a CH from this move, you are allowed to grin maliciously. Great move.<br />
'''Additional Frame Data''' ''Low profile on 2F. Strike invincible 3~14F. Untechable for 28F Dizzy modifier x1.25. Initial prorate 85%. Can cancel into Asanagi no Kokyuu, Asanagi no Kokyuu - Kyoku and all charge kicks''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Kenroukaku</big>===<br />
<span class="input-badge">'''{{clr|5|623D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_623K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=Yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|623D}}<br />
|-<br />
{{AttackVersion|name=Aerial}}<br />
{{#lst:{{PAGENAME}}/Data|j.623D}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Overdrives==<br />
<br />
===<big>Geki: Renhoukyaku</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_632146H.png|<small>"Yearning Ruin Daughter"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>Geki: Hououshou</big>===<br />
<span class="input-badge">'''{{clr|3|632146S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_632146S.png|<small>"Trillion Legs Fenghuang Rise"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|632146S}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Geki: Saishinshou</big>===<br />
<span class="input-badge">'''{{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236236H.png|<small>"Raging: Smashing God Palm"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236236H}}<br />
|}<br />
==== ====<br />
Jam's ''third'' reversal super.<br />
*'''Three frame''' large grounded uppercut animation. Has strike invincibility during its entire active window.<br />
*Launches on hit for a full conversion with a 75% prorate.<br />
*Comes with an FRC point on the first hit for safety.<br />
**This FRC comes with the added bonus of ''150%'' proration and stagger for big grounded followup damage.<br />
*Very stubby range, take care not to get baited, and eye your tension to FRC if necessary.<br />
<br />
'''Additional Frame Data:''' ''Strike invincible 1~8F. 1st hit staggers opponent on hit (max 35F). 2nd hit floats opponent. Both hits are untechable on air hit for 90F. 1st hit initial prorate 150%. 2nd hit forced prorate 75%. FRC timing 3~4F.''<br />
</div><br />
</div><br />
<br />
===<big>Geki: Youeikyaku</big>===<br />
<span class="input-badge">'''{{clr|2|j.236236K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_j.2K.png|<small>"Battle Smashing Amber Rending Fists"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236236K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Instant Kill==<br />
===<big>Gasenkotsu</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_IK.png|<small>"Narcissism"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
*One of the fastest IKs in the game in both prep time and startup, second probably only to Ky. Coupled with its fast travel and Jam's huge stun output, you can reliably react to a dizzy and just do it.<br />
'''Additional Frame Data''' ''IK Mode preparation: 54F. Strike invincible 12~16F''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Jam Kuradoberi}}<br />
<br style="clear:both;"/><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name (English/Japanese) !! width="85"|Color<br />
!width="125"|Location !! Common<br>Venues !! Contact !! Status !! Notes !! Example Play<br />
|-<br />
| Teresa || style="text-align:center;"| [[File:GGACR_Jam_Kuradoberi reload_p.png|enter|90px]] <br />
| Japan || Mikado || [https://twitter.com/jamtsukaware Twitter] || Active || DJO on GGPO. Claimed by New York || [https://youtu.be/NjlykVoQByk?t=391 Link]<br />
|-<br />
| Lox || style="text-align:center;"| [[File:GGACR_Jam_Kuradoberi_slash_h.png|enter|90px]] <br />
| Japan || A-cho ||Â [https://mobile.twitter.com/lox_monooki Twitter]Â || Retired to Xrd || Really likes 236P || [https://www.youtube.com/watch?t=942&v=5O7Gs-Bpdpc&feature=youtu.be Link]<br />
|-<br />
| Kenchan || style="text-align:center;"| [[File:GGACR_Jam_Kuradoberi normal_h.png|enter|90px]] <br />
| Japan || || [https://twitter.com/kenchan_jam Twitter] || Active || || [https://youtu.be/s3eEgyXclrI?t=581 Link]<br />
|-<br />
| Kler || style="text-align:center;"| [[File:GGACR_Jam_Kuradoberi_ex_d.png|enter|90px]] <br />
| Russia || GGPO ||Â Â || Active up until recently || || [https://youtu.be/G8lPM2UhwJ4?t=11456 Tournament Match vs Gerran's Venom]<br />
|}<br />
<br />
==={{clr|4|NOTE: These tables are still WIP}}===<br />
<br />
==External References==<br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Jam Kuradoberi/Data]].}}<br />
{{Navbar-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Jam Kuradoberi]]<br />
[[Category:Unga]]</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGACR/Jam_Kuradoberi/EX&diff=208769GGACR/Jam Kuradoberi/EX2021-04-25T04:48:17Z<p>Johhny: Created page with "{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}} {{MFlag|verify}} ======<span style="visibility:hidden;font-size:0">Overview</span>====== {{CharaOverview |overview= |lore=..."</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag|verify}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview= <br />
|lore= '''P.W.A.B. Report #7403:'''<br />
Though she is a chef, subject is one of the world's most proficient wielders of Ki force. Of the five occult arts, the field of 'Ki' energy is the least explored and understood. Most of its users are of Eastern descent, aiding the theory that heredity plays a role. Subject's life goal is to discover new and useful cuisines. Control will not be an issue. Although she poses little threat in and of herself, her capture is still desirable. Therefore, she should not be taken lightly.<br />
|voice_actor= Manami Komori<br />
|summary= is a mobile and versatile rushdown character who can empower her Kick Specials with Cards to make them incredibly deadly and excels at close range. <br />
|pros=<br />
* '''Insane Combo Game''': With cards, Jam can easily hit 50% health combos off of even stray hits. Her carded combos can also carry the opponent to the corner very easily, and all four of her supers can be used to end a combo with a powerful finisher. <br />
* '''Strong pressure''': Some moves are nigh incontestable once Jam gets in range, and her dash stance special can be cancelled into one of four distinct variants that each have purpose in midscreen mixups, gap closing, and sweeping. Her 6H also notably has throw invincibility, meaning Jam can completely ignore the wakeup throw option select that her enemies have, which can leave ignorant opponents eating massive combos. <br />
* '''Combos lead to knockdown''': Knocks down particularly easily with cards. Can make her DP safer with cards.<br />
* '''Great mobility''': A fast ground and airdash let Jam close the gap on a single whiff.<br />
* '''High meter gain''': Abundant meter for use in mixups, pressure, generating cards, or damage output.<br />
* '''Parry''': Strong tool that allows Jam to break out of pressure in ways others cannot.<br />
* '''Voice''': WHATCHAAAAA!!!<br />
|cons=<br />
* '''Abysmal Range''': Jam is outranged by the entire cast. Can make getting in or even playing neutral difficult.<br />
* '''Weak to zoning''': With no projectile nor means of dealing with them, Jam has no real way of dealing with strong zoning. Successfully using her dash and Ryujin are key to approaching, but both come with their own risks. <br />
* '''Limited meterless mixup potential''': Fairly limited meterless high/low mixup without Card Gekirin.<br />
* '''Mediocre Anti-Air''': Since 6P doesn't make for a great AA, Jam must rely on rising buttons, airthrow, or DP to deal with opponents approaching by the air.<br />
* '''Voice''': WHATCHAAAAA!!!<br />
|unique_mechanic1_name= Cards<br />
|unique_mechanic1= Jam can use one of her specials to prepare cards which enhance her other specials by granting them new properties. Using the D instead of K button for the following specials results in the listed changes:<br />
<br />
*Ryuujin: Wallsticks instead of wallbounce. Significantly faster startup and nearly tripled active time with more startup invuln and a large hitbox. <br />
*Gekirin: Becomes three hits, hits crouchers much sooner, becomes untechable and knocks down.<br />
*Kenroukaku: Starts on frame ''three'', hits more times, gains forward momentum, becomes untechable and knocks down.<br />
These cards take time to prepare, and as such are usually prepared after a knockdown, or at full screen. Jam can use {{clr|2|22K}}/{{clr|3|S}}/{{clr|4|H}} for a card for a corresponding move, or {{clr|5|22D}} for one of each card.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|prHmfNfBxDk|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
3 framer. High hitbox standing jab.<br />
*Typical close range string starter. <br />
*Plus three on block for extended pressure.<br />
*Whiffs on a lot of crouching characters, and some standing characters like Zappa. <br />
*Can catch people trying to jump out or anti-air after a parry.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_5K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_5K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
Plus on block standing low. Privileged jab-equivalent kick. <br />
*Frame five on top of everything else.<br />
*Full counter hit state for the entire move's duration. Exercise caution.<br />
*Vital in corner loops.<br />
*Dependent on the matchup. Sometimes used in place of {{clr|3|2S}}.<br />
*Nonstandard, 6F Hitstop. Harder to react to tick-throw setups or to Dead Angle against.<br />
<br />
'''Additional Frame Data:''' ''Force Prorate 80%''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_cS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
The usual punish starter. Situational anti-air.<br />
*Jam leans forward into a decently sized hitbox.<br />
*Generally falls out favor to {{clr|2|5K}} when in range at neutral or as a pressure starter.<br />
*Commonly used to confirm into {{clr|3|f.S}} > TK Ryujin.<br />
*Often relegated to combo fodder.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_fS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
One of Jam's only farther reaching pokes. Meant for space wars.<br />
*Decent AA for spaced airborne opponents<br />
* Should always cancel this with a JC or {{clr|5|2D}} though to make it safe. <br />
*Combos into TK Ryujin and characters at least as tall as Millia for big damage.<br />
*One of Jam's best options to convert into an air combo from the ground.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_5H-1-Hitbox.png|1st hit (Frames 13-15)<br />
GGXXACPR_Jam_5H-2-Hitbox.png|2nd hit (Frames 19-21)<br />
GGXXACPR_Jam_5H-3-Hitbox.png|3rd hit (Frames 25-27)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
The Guard Bar Generator<br />
*Oppressive move on contact. +1 on block.<br />
*Three hits means you build guard bar like mad.<br />
*Has some upper body invul and low profiles on the last hit.<br />
*Third hit vacuums for mixup and pressure resets.<br />
*Forces crouching on hit for stronger confirms.<br />
<br />
Oppressive normal which often leads to the very scary {{clr|4|6H}}. Mixed with throws and other delayed pokes for frame traps, this becomes a go-to in pressure. In neutral, this move can be used to confirm into 6H to begin one of Jam's Card Ryujin combos, but be warned that it can push your opponent away from you at far ranges. Thus, try confirming into 6H early into the move's active frames to ensure that you can begin the combo. <br />
<br />
'''Additional Frame Data:''' ''Upper body invincible 22~24F, 34~36F. Low profile 25~33F. Forces opponent into crouching state on ground hit. 3rd hit pulls in opponent on hit. 1st and 2nd hits have hitstop 7F''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_6P-1-Hitbox.png|1st hit (Frame 7)<br />
GGXXACPR_Jam_6P-2-Hitbox.png|2nd hit (Frames 19-21)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Lower than usual {{clr|1|6P}} meant for catching buttons more than jump-ins.<br />
*Upper body invul frames 1-20. Designed to beat other characters' farther {{clr|3|f.S}}s<br />
*Plus 2 on block, in case they didn't take the bait.<br />
*Both hits stagger on grounded CH for easier confirms<br />
*Gatlings from ''and to'' {{clr|1|2P}} for pressure cycles and repeated frame traps.<br />
<br />
Typical style {{clr|1|6P}} for an infighter. The extensive upper body invul can be used to blow through projectiles. Eg. parry a meaty Charged Stun Edge and going into a {{clr|1|6P}} is a basic strategy against Ky.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_EX_6H.png|The definition of ignorance<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_5D.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
Moderate speed {{clr|5|5D}} but with a subtle animation, especially early into its startup. Extremely safe.<br />
*Gatlings from every button except H/D normals.<br />
*Easy and damaging Impossible Dust combos.<br />
*Only -2 on block. Completely safe unless done point blank.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|3H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Jam_3H.png|Return of an old friend.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_3H-1-Hitbox.png|1st Hit (Frames 5-6)<br />
GGXXACPR_Jam_3H-2-Hitbox.png|2nd Hit (Frames 9-10)<br />
GGXXACPR_Jam_3H-2-Hitbox.png|2nd Hit (Frames 11-12)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|3H}}<br />
|}<br />
==== ====<br />
*-8 on Block, -7 on Hit, +5 on CH. Can be spaced to be made as much as as -1 on block and ±0 on hit.<br />
*Airborne on the active frames makes this a decent low crusher.<br />
*2nd Hit can be cancelled into a Charged Kick<br />
*This move in it of itself has a good mix-up when you have 50% Meter and cards. You can either do Charged Gekirin (High), RC into 5K (Low) or RC into Throw. Otherwise, somewhat mediocre.<br />
'''Additional Frame Data''' ''Initial prorate 90%. Jam is in an airborne state during active frames. Jam is in crouching state during recovery. 2nd hit can be canceled into Charged Kick Specials''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
Four frame {{clr|1|2P}} which is +4 on block. <br />
*Passable hitbox but good speed.<br />
*Hits fairly high for a crouching P, can be low profiled.<br />
*Hits crouching opponents, as opposed to {{clr|1|5P}}.<br />
*Can stuff approaches due to speed if properly spaced.<br />
<br />
'''Additional Frame Data:''' ''Initial prorate 90%''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
Decent crouching poke.<br />
*Similar to {{clr|5|2D}} in range, decent for Jam.<br />
*Low profiles very slightly.<br />
*Generally cancelled to {{clr|5|2D}} for knockdown or conversion with {{clr|3|236S}}~K.<br />
*Makes for an ok tick throw at -2.<br />
<br />
'''Additional Frame Data:''' ''Initial Prorate 80%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_2S-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|}<br />
==== ====<br />
One of Jam's best poking normals. <br />
*Frame 6 button with deceptively far range. Hits right to past Jam's fingertips.<br />
*Strong hitbox, and safe on block.<br />
*Can stuff quite a few other buttons.<br />
*Staggers on hit, CH combos to FB Puffball.<br />
<br />
'''Additional Frame Data:''' ''Staggers opponent on ground hit (max 39F). Initial prorate 80%.''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SK.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2D.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_2D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
Six frame sweep. <br />
*Extremely fast for a sweep and with great range for Jam.<br />
*''Jump Cancellable'' to offset being unsafe.<br />
*Has an FRC right up until the first active frame, making for a terrifying pressure reset and mixup tool.<br />
*Combos to {{clr|3|236S}}~K, but timing is character specific.<br />
<br />
'''Additional Frame Data:''' FRC timing: 1-6.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_jP.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_jP-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
Subpar {{clr|1|j.P}}. Most relegated to combo'ing {{clr|3|j.S}}s together.<br />
*Weak horizontal and vertical range.<br />
*Hitbox is entirely enclosed by the hurtbox.<br />
*Self-cancels at least, can be useful to drag blocking airborne opponents back down.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_jK.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_jK-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
Mediocre Air-to-air.<br />
*Jam's farthest reaching air normal.<br />
*Mostly used as combo filler into {{clr|5|j.D}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_jS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_jS-1-Hitbox.png|Frames 4-6<br />
GGXXACPR_Jam_jS-2-Hitbox.png|Frames 7-8<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
One of the strongest rising air-to-airs in the game.<br />
*Frame 4 with a disjointed hitbox above Jam. Has some head invincibility.<br />
*Combos both to and from {{clr|1|j.P}} for hit confirmation.<br />
*Floats somewhat on hit with nonstandard hitstun for bigger conversions.<br />
*Little horizontal range, so ensure that you're close to them first.<br />
'''Additional Frame Data:''' ''Floats opponent on hit (untechable for 16F)''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_jH.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Jam_jH-1-Hitbox.png|Frames 7-8<br />
GGXXACPR_Jam_jH-2-Hitbox.png|Frames 9-10<br />
GGXXACPR_Jam_jH-3-Hitbox.png|Frames 11-12<br />
GGXXACPR_Jam_jH-4-Hitbox.png|Frames 13-14<br />
GGXXACPR_Jam_jH-5-Hitbox.png|Frames 15-16<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
Hits all around for crossups.<br />
*Large active window.<br />
*Confirms to 5F normals on air-to-ground.<br />
*Combos to Ryujin on air hit.<br />
*Easily punished on IB if done from an IAD, can hitconfirm into {{clr|2|j2K}} on block for pushback/safety.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_214K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
==Universal Mechanics==<br />
<br />
===<big>Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_throw.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
Average throw but with free followups.<br />
*Generally leads to a super jump combo with a short air string or free Gekirin reset.<br />
*FRC leads to simpler and easier combo setups with a more lenient proration than most throws.<br />
*Throw itself deals no damage when FRC'd.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_airThrow.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
8 figure leg lock but in air. Leads to knockdown plus oki or cards<br />
*Leads to a full, but prorated wall loop combo in the corner.<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_2S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
Typical Dead Angle but with {{clr|3|2S}}'s good hitbox.<br />
*Always knocks down on hit<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
<br />
===<big>Hyappo Shinshou</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SS.png|"Tag!"<br><small>"Hundred Steps Stinging Chime"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Senri Shinshou</big>===<br />
<span class="input-badge">'''{{clr|4|236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SS.png|<small>"Thousand Li Stinging Chime"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Crossup}}<br />
{{#lst:{{PAGENAME}}/Data|236H_2}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Housai</big>===<br />
<span class="input-badge">'''{{clr|1|214P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_EX_214P.png|<small>"Wraparound"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214P}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Mawarikomi</big>===<br />
<span class="input-badge">'''{{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SP.png|<small>"Wraparound"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Juppo Senken</big>===<br />
<span class="input-badge">'''{{clr|1|623P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_64641236PK.png|<small>"Leg Sweep"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623P}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>Hochifu</big>===<br />
<span class="input-badge">'''46'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_Parry.png|<small>"Cleansing Axe"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|546}}<br />
|}<br />
==== ====<br />
Parry. See [[GGACR/Jam Kuradoberi/Strategy#Parrying|this section]] for more details.<br />
</div><br />
</div><br />
<br />
===<big>Banri Senken</big>===<br />
<span class="input-badge">'''{{clr|1|41236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_EX_41236P.png|<small>"Hawk Sharp Legs"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|41236P}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Shouen</big>===<br />
<span class="input-badge">'''{{clr|2|623K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Jam_3H.png|<small>"Leaping Swift"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|623K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Banri Soushou</big>===<br />
<span class="input-badge">'''{{clr|4|214H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Jam_EX_214H.png|<small>"Leaping Swift"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Banri Soushou Follow-up</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} ~ {{clr|4|214H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGACR_Jam_EX_214H_214H.png|<small>"Leaping Swift"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214H_214H}}<br />
|}<br />
==== ====<br />
Can use both Hyappo Shinshou and Senri Shinshou as follow-ups<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Force Breaks==<br />
<br />
===<big>FB Hyappo Shinshou</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236SS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D}}<br />
|}<br />
==== ====<br />
*Pilebunker 2.0<br />
*One of the best and most tilting Force Breaks in the game. Fast, leads to big damage, has a massive dizzy modifier, possesses tons of invincibility from frame 3 onward, and is completely safe on block to boot. <br />
*Not only does this make for an amazingly safe horizontal DP, this version of the Puffball can also cancel into 22X and any of Jam's charged kicks. If you got a CH from this move, you are allowed to grin maliciously. Great move.<br />
'''Additional Frame Data''' ''Low profile on 2F. Strike invincible 3~14F. Untechable for 28F Dizzy modifier x1.25. Initial prorate 85%. Can cancel into Asanagi no Kokyuu, Asanagi no Kokyuu - Kyoku and all charge kicks''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Kenroukaku</big>===<br />
<span class="input-badge">'''{{clr|5|623D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_623K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=Yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|623D}}<br />
|-<br />
{{AttackVersion|name=Aerial}}<br />
{{#lst:{{PAGENAME}}/Data|j.623D}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Overdrives==<br />
<br />
===<big>Geki: Renhoukyaku</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_632146H.png|<small>"Yearning Ruin Daughter"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>Geki: Hououshou</big>===<br />
<span class="input-badge">'''{{clr|3|632146S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_632146S.png|<small>"Trillion Legs Fenghuang Rise"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|632146S}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Geki: Saishinshou</big>===<br />
<span class="input-badge">'''{{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_236236H.png|<small>"Raging: Smashing God Palm"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236236H}}<br />
|}<br />
==== ====<br />
Jam's ''third'' reversal super.<br />
*'''Three frame''' large grounded uppercut animation. Has strike invincibility during its entire active window.<br />
*Launches on hit for a full conversion with a 75% prorate.<br />
*Comes with an FRC point on the first hit for safety.<br />
**This FRC comes with the added bonus of ''150%'' proration and stagger for big grounded followup damage.<br />
*Very stubby range, take care not to get baited, and eye your tension to FRC if necessary.<br />
<br />
'''Additional Frame Data:''' ''Strike invincible 1~8F. 1st hit staggers opponent on hit (max 35F). 2nd hit floats opponent. Both hits are untechable on air hit for 90F. 1st hit initial prorate 150%. 2nd hit forced prorate 75%. FRC timing 3~4F.''<br />
</div><br />
</div><br />
<br />
===<big>Geki: Youeikyaku</big>===<br />
<span class="input-badge">'''{{clr|2|j.236236K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_j.2K.png|<small>"Battle Smashing Amber Rending Fists"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236236K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Instant Kill==<br />
===<big>Gasenkotsu</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Jam_IK.png|<small>"Narcissism"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
*One of the fastest IKs in the game in both prep time and startup, second probably only to Ky. Coupled with its fast travel and Jam's huge stun output, you can reliably react to a dizzy and just do it.<br />
'''Additional Frame Data''' ''IK Mode preparation: 54F. Strike invincible 12~16F''<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Jam Kuradoberi}}<br />
<br style="clear:both;"/><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name (English/Japanese) !! width="85"|Color<br />
!width="125"|Location !! Common<br>Venues !! Contact !! Status !! Notes !! Example Play<br />
|-<br />
| Teresa || style="text-align:center;"| [[File:GGACR_Jam_Kuradoberi reload_p.png|enter|90px]] <br />
| Japan || Mikado || [https://twitter.com/jamtsukaware Twitter] || Active || DJO on GGPO. Claimed by New York || [https://youtu.be/NjlykVoQByk?t=391 Link]<br />
|-<br />
| Lox || style="text-align:center;"| [[File:GGACR_Jam_Kuradoberi_slash_h.png|enter|90px]] <br />
| Japan || A-cho ||Â [https://mobile.twitter.com/lox_monooki Twitter]Â || Retired to Xrd || Really likes 236P || [https://www.youtube.com/watch?t=942&v=5O7Gs-Bpdpc&feature=youtu.be Link]<br />
|-<br />
| Kenchan || style="text-align:center;"| [[File:GGACR_Jam_Kuradoberi normal_h.png|enter|90px]] <br />
| Japan || || [https://twitter.com/kenchan_jam Twitter] || Active || || [https://youtu.be/s3eEgyXclrI?t=581 Link]<br />
|-<br />
| Kler || style="text-align:center;"| [[File:GGACR_Jam_Kuradoberi_ex_d.png|enter|90px]] <br />
| Russia || GGPO ||Â Â || Active up until recently || || [https://youtu.be/G8lPM2UhwJ4?t=11456 Tournament Match vs Gerran's Venom]<br />
|}<br />
<br />
==={{clr|4|NOTE: These tables are still WIP}}===<br />
<br />
==External References==<br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Jam Kuradoberi/Data]].}}<br />
{{Navbar-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Jam Kuradoberi]]<br />
[[Category:Unga]]</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGACR/Jam_Kuradoberi/EX/Data&diff=208768GGACR/Jam Kuradoberi/EX/Data2021-04-25T04:18:40Z<p>Johhny: /* 6H Data */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav |charMainPage=GGACR/Jam Kuradoberi<br />
|image=GGXXACPR_Jam_Icon.png<br />
|videos=<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/19-jam-kuradoberi/<br />
|okizeme=yes<br />
|discord=<br />
}}<section end="Nav"/><br />
<br />
==Links==<br />
<section begin=Links/><br />
{{CharLinks-GGACR<br />
|charMainPage=GGACR/Jam Kuradoberi<br />
|videos=https://acpr.keeponrock.in/#/?p1chars=jam&versions=AC%2BR<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/19-jam-kuradoberi/<br />
|okizeme=yes<br />
|ex=yes<br />
|discord=<br />
}}<br />
<section end=Links/><br />
<br />
==System Data==<br />
<section begin=system data/><br />
<tr><td class="CharaInfoLabel">'''Defense:'''</td><td>x1.06</td></tr><br />
<tr><td class="CharaInfoLabel">'''Guts:'''</td><td>3</td></tr><br />
<tr><td class="CharaInfoLabel">'''Weight:'''</td><td>Super Lightweight (x1.1)</td></tr><br />
<tr><td class="CharaInfoLabel">'''Stun Resistance:'''</td><td>65</td></tr><br />
<tr><td class="CharaInfoLabel">'''Prejump:'''</td><td>3F</td></tr><br />
<tr><td class="CharaInfoLabel">'''Backdash:'''</td><td>13F (1~>7F invuln)</td></tr><br />
<tr><td class="CharaInfoLabel">'''Wakeup Time:'''</td><td>53F (Face Up) / 50F (Face Down)</td></tr><br />
<tr><td class="CharaInfoLabel">'''Unique Movements:'''</td><td></td></tr><br />
<section end=system data/><br />
<br />
== Normals ==<br />
===5P Data===<br />
<section begin="5P"/>{{FrameData-GGACR<br />
|damage=12 <br />
|guard=Mid |inv=<br />
|startup=3 |active=3 |recovery=4 |frameAdv=+3<br />
}}<section end="5P"/><br />
<br />
<section begin="5P Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=3 |gb-=9<br />
|tension=1.44 |level=1 |cancel=CSJR <br />
}}<section end="5P Extra"/><br />
<br />
===5K Data===<br />
<section begin="5K"/>{{FrameData-GGACR<br />
|damage=12 <br />
|guard=Low |inv=<br />
|startup=5 |active=4 |recovery=7 |frameAdv=+1<br />
}}<section end="5K"/><br />
<br />
<section begin="5K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=5 |gb-=7<br />
|tension=2.64 |level=2 |cancel=SR <br />
}}<section end="5K Extra"/><br />
<br />
===c.S Data===<br />
<section begin="c.S"/>{{FrameData-GGACR<br />
|damage=28 <br />
|guard=Mid |inv=<br />
|startup=6 |active=8 |recovery=12 |frameAdv=-6<br />
}}<section end="c.S"/><br />
<br />
<section begin="c.S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10 |gb-=7<br />
|tension=2.64 |level=3 |cancel=SJR <br />
}}<section end="c.S Extra"/><br />
<br />
===f.S Data===<br />
<section begin="f.S"/>{{FrameData-GGACR<br />
|damage=30 <br />
|guard=Mid |inv=<br />
|startup=6 |active=5 |recovery=10 |frameAdv=-1<br />
}}<section end="f.S"/><br />
<br />
<section begin="f.S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10 |gb-=7<br />
|tension=2.64 |level=3 |cancel=SJR <br />
}}<section end="f.S Extra"/><br />
<br />
===5H Data===<br />
<section begin="5H"/>{{FrameData-GGACR<br />
|damage=24x3 <br />
|guard=Mid |inv=<br />
|startup=13 |active=3(3)3(3)3 |recovery=15 |frameAdv=+1<br />
}}<section end="5H"/><br />
<br />
<section begin="5H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=14x2,20 |gb-=6x3<br />
|tension=3.84x3 |level=4x2,5 |cancel=SR <br />
}}<section end="5H Extra"/><br />
<br />
===6P Data===<br />
<section begin="6P"/>{{FrameData-GGACR<br />
|damage=18x2 <br />
|guard=Mid |inv=1~7F Above Knees<br/>8~20F Upper Body<br />
|startup=7 |active=1(10)3 |recovery=12 |frameAdv=+2<br />
}}<section end="6P"/><br />
<br />
<section begin="6P Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10,14 |gb-=7,6<br />
|tension=2.64x2 |level=3,4 |cancel=SR <br />
}}<section end="6P Extra"/><br />
<br />
===6K Data===<br />
<section begin="6K"/>{{FrameData-GGACR<br />
|damage=25<br />
|guard=Mid |inv=<br />
|startup=17 |active=8 |recovery=17 |frameAdv=-6<br />
}}<section end="6K"/><br />
<br />
<section begin="6K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=? |level=? |cancel=SR <br />
}}<section end="6K Extra"/><br />
<br />
===6H Data===<br />
<section begin="6H"/>{{FrameData-GGACR<br />
|damage=34*2 <br />
|guard=High |inv=<br />
|startup=16 |active=3,3 |recovery=16 |frameAdv=0<br />
}}<section end="6H"/><br />
<br />
<section begin="6H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=? |level=? |cancel=SR <br />
}}<section end="6H Extra"/><br />
<br />
===5D Data===<br />
<section begin="5D"/>{{FrameData-GGACR<br />
|damage=16 <br />
|guard=High |inv=<br />
|startup=26 |active=4 |recovery=12 |frameAdv=-2<br />
}}<section end="5D"/><br />
<br />
<section begin="5D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=8 |gb-=20<br />
|tension=2.64 |level=3 |cancel=R <br />
}}<section end="5D Extra"/><br />
<br />
===2P Data===<br />
<section begin="2P"/>{{FrameData-GGACR<br />
|damage=6 <br />
|guard=Mid |inv=<br />
|startup=4 |active=2 |recovery=4 |frameAdv=+4<br />
}}<section end="2P"/><br />
<br />
<section begin="2P Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=3 |gb-=8<br />
|tension=1.44 |level=1 |cancel=CSR <br />
}}<section end="2P Extra"/><br />
<br />
===2K Data===<br />
<section begin="2K"/>{{FrameData-GGACR<br />
|damage=8 <br />
|guard=Low |inv=<br />
|startup=5 |active=3 |recovery=9 |frameAdv=-2<br />
}}<section end="2K"/><br />
<br />
<section begin="2K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=3 |gb-=8<br />
|tension=1.44 |level=1 |cancel=CSR <br />
}}<section end="2K Extra"/><br />
<br />
===2S Data===<br />
<section begin="2S"/>{{FrameData-GGACR<br />
|damage=26 <br />
|guard=Mid |inv=<br />
|startup=6 |active=5 |recovery=9 |frameAdv=+0<br />
}}<section end="2S"/><br />
<br />
<section begin="2S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10 |gb-=7<br />
|tension=2.64 |level=3 |cancel=SR <br />
}}<section end="2S Extra"/><br />
<br />
===2H Data===<br />
<section begin="2H"/>{{FrameData-GGACR<br />
|damage=30<br />
|guard=Low |inv=<br />
|startup=8 |active=8 |recovery=22 |frameAdv=-13<br />
}}<section end="2H"/><br />
<br />
<section begin="2H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=? |level=? |cancel=SR <br />
}}<section end="2H Extra"/><br />
<br />
===2D Data===<br />
<section begin="2D"/>{{FrameData-GGACR<br />
|damage=28 <br />
|guard=Low |inv=<br />
|startup=6 |active=4 |recovery=16 |frameAdv=-6<br />
}}<section end="2D"/><br />
<br />
<section begin="2D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=8 |gb-=7<br />
|tension=2.64 |level=3 |cancel=SJRF <br />
}}<section end="2D Extra"/><br />
<br />
===j.P Data===<br />
<section begin="j.P"/>{{FrameData-GGACR<br />
|damage=11 <br />
|guard=High/Air |inv=<br />
|startup=5 |active=4 |recovery=14 |frameAdv=<br />
}}<section end="j.P"/><br />
<br />
<section begin="j.P Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=3 |gb-=8<br />
|tension=1.44 |level=1 |cancel=CSR <br />
}}<section end="j.P Extra"/><br />
<br />
===j.K Data===<br />
<section begin="j.K"/>{{FrameData-GGACR<br />
|damage=14 <br />
|guard=High/Air |inv=<br />
|startup=5 |active=8 |recovery=11 |frameAdv=<br />
}}<section end="j.K"/><br />
<br />
<section begin="j.K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=3 |gb-=8<br />
|tension=1.44 |level=1 |cancel=SR <br />
}}<section end="j.K Extra"/><br />
<br />
===j.S Data===<br />
<section begin="j.S"/>{{FrameData-GGACR<br />
|damage=28 <br />
|guard=High/Air |inv=<br />
|startup=4 |active=5 |recovery=9 |frameAdv=<br />
}}<section end="j.S"/><br />
<br />
<section begin="j.S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10 |gb-=7<br />
|tension=2.64 |level=3 |cancel=SJR <br />
}}<section end="j.S Extra"/><br />
<br />
===j.H Data===<br />
<section begin="j.H"/>{{FrameData-GGACR<br />
|damage=35 <br />
|guard=High/Air |inv=<br />
|startup=7 |active=10 |recovery=16 |frameAdv=<br />
}}<section end="j.H"/><br />
<br />
<section begin="j.H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10 |gb-=7<br />
|tension=2.64 |level=3 |cancel=SR <br />
}}<section end="j.H Extra"/><br />
<br />
===j.D Data===<br />
<section begin="j.D"/>{{FrameData-GGACR<br />
|damage=40<br />
|guard=High/Air |inv=<br />
|startup=17 |active=6 |recovery=4 after landing |frameAdv=<br />
}}<section end="j.D"/><br />
<br />
<section begin="j.D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=? |level=? |cancel=SR <br />
}}<section end="j.D Extra"/><br />
<br />
==Universal Mechanics==<br />
===Ground Throw Data===<br />
<section begin="Ground Throw"/>{{FrameData-GGACR<br />
|damage=60 <br />
|guard=43 pixels |inv=<br />
|startup= |active= |recovery= |frameAdv=<br />
}}<section end="Ground Throw"/><br />
<br />
<section begin="GroundThrow Extra"/>{{FrameDataExtra-GGACR<br />
|gb+= |gb-=6x2<br />
|tension=4.00 |level= |cancel=RF <br />
}}<section end="GroundThrow Extra"/><br />
===Air Throw Data===<br />
<section begin="Air Throw"/>{{FrameData-GGACR<br />
|damage=60 <br />
|guard=88 pixels |inv=<br />
|startup= |active= |recovery= |frameAdv=<br />
}}<section end="Air Throw"/><br />
<br />
<section begin="Air Throw Extra"/>{{FrameDataExtra-GGACR<br />
|gb+= |gb-=6,7<br />
|tension=5.98 |level= |cancel= <br />
}}<section end="Air Throw Extra"/><br />
===DAA Data===<br />
<section begin="DAA"/>{{FrameData-GGACR<br />
|damage=20 <br />
|guard=All |inv=1~18F All<br/>19~27F Throw<br />
|startup=13 |active=6 |recovery=16 |frameAdv=-8<br />
}}<section end="DAA"/><br />
<br />
<section begin="DAA Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10 |gb-=7<br />
|tension=2.64 |level=3 |cancel=R <br />
}}<section end="DAA Extra"/><br />
<br />
== Specials ==<br />
<br />
===236S Data===<br />
<section begin="236S"/>{{FrameData-GGACR<br />
|damage=20*4<br />
|guard=Mid |inv=1~9F Upper Body<br/>10~16F Strike<br />
|startup=17 |active=2*4 |recovery=25 |frameAdv=-10<br />
}}<section end="236S"/><br />
<br />
<section begin="236S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=? |level=? |cancel=R <br />
}}<section end="236S Extra"/><br />
<br />
===236H Data===<br />
<section begin="236H"/>{{FrameData-GGACR<br />
|damage=20*3 <br />
|guard=Mid |inv=1~7F Strike<br/>13~19 Upper Body<br />
|startup=24 |active=2*3 |recovery=28 |frameAdv=-13<br />
}}<section end="236H"/><br />
<br />
<section begin="236H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=? |level=? |cancel=FR <br />
}}<section end="236H Extra"/><br />
<br />
===236H_2 Data===<br />
<section begin="236H_2"/>{{FrameData-GGACR<br />
|damage=20*3 <br />
|guard=Mid |inv=1~7F Strike<br/>13~18 Upper Body<br />
|startup=31 |active=2*3 |recovery=24 Landing |frameAdv=-9<br />
}}<section end="236H_2"/><br />
<br />
<section begin="236H_2 Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=? |level=? |cancel=FR <br />
}}<section end="236H_2 Extra"/><br />
<br />
===214P Data===<br />
<section begin="214P"/>{{FrameData-GGACR<br />
|damage=12 <br />
|guard=Air FD |inv=<br />
|startup=31 |active=1 |recovery=45 |frameAdv=-9<br />
}}<section end="214P"/><br />
<br />
<section begin="214P Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=? |level=? |cancel=R <br />
}}<section end="214P Extra"/><br />
<br />
===214K Data===<br />
<section begin="214K"/>{{FrameData-GGACR<br />
|damage=<br />
|guard= |inv=1~5 Strike<br/>6~14, 20~25 Above Feet<br />
|startup= |active= |recovery=25F Total |frameAdv=<br />
}}<section end="214K"/><br />
<br />
<section begin="214K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+= |gb-=<br />
|tension= |level= |cancel=<br />
}}<section end="214K Extra"/><br />
<br />
===623P Data===<br />
<section begin="623P"/>{{FrameData-GGACR<br />
|damage=13*11<br />
|guard=Unb |inv=1~9 Full<br/>27~41 Upper Body<br />
|startup=9 |active=2*9(2)2(8)3 |recovery=33 Landing |frameAdv=<br />
}}<section end="623P"/><br />
<br />
<section begin="623P Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=? |level=? |cancel=R <br />
}}<section end="623P Extra"/><br />
<br />
===623K Data===<br />
<section begin="623K"/>{{FrameData-GGACR<br />
|damage=30*2 <br />
|guard=Mid |inv=<br />
|startup=5 |active=2(2)4 |recovery=14 |frameAdv=+1<br />
}}<section end="623K"/><br />
<br />
<section begin="623K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=? |level=? |cancel=FR <br />
}}<section end="623K Extra"/><br />
<br />
===41236P Data===<br />
<section begin="41236P"/>{{FrameData-GGACR<br />
|damage=48<br />
|guard=All |inv=<br />
|startup=13 |active= |recovery=74 Total |frameAdv=-35<br />
}}<section end="41236P"/><br />
<br />
<section begin="41236P Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=? |level=? |cancel=FR <br />
}}<section end="41236P Extra"/><br />
<br />
===214H Data===<br />
<section begin="214H"/>{{FrameData-GGACR<br />
|damage=28<br />
|guard=Mid |inv=14~21F Upper Body<br />
|startup=8 |active=6|recovery=10 |frameAdv=+5<br />
}}<section end="214H"/><br />
<br />
<section begin="214H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=? |level=? |cancel=R <br />
}}<section end="214H Extra"/><br />
<br />
===214H_214H Data===<br />
<section begin="214H_214H"/>{{FrameData-GGACR<br />
|damage=24 <br />
|guard=Mid |inv=1~6F Upper Body<br />
|startup=9 |active=7 |recovery=23 |frameAdv=+11<br />
}}<section end="214H_214H"/><br />
<br />
<section begin="214H_214H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=? |level=? |cancel=R<br />
}}<section end="214H_214H Extra"/><br />
<br />
===546 Data===<br />
<section begin="546"/>{{FrameData-GGACR<br />
|damage= <br />
|guard= |inv=1~8F Guard High<br />
|startup= |active= |recovery= |frameAdv=<br />
}}<section end="546"/><br />
<br />
<section begin="546 Extra"/>{{FrameDataExtra-GGACR<br />
|gb+= |gb-=<br />
|tension=-/4.00 |level= |cancel= <br />
}}<section end="546 Extra"/><br />
<br />
== Force Breaks ==<br />
===236D Data===<br />
<section begin="236D"/>{{FrameData-GGACR<br />
|damage=65<br />
|guard=Mid |inv=2F Low Profile<br/>3~13F Strike<br />
|startup=14 |active=3 |recovery=15 |frameAdv=+1<br />
}}<section end="236D"/><br />
<br />
<section begin="236D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=? |level=? |cancel=R<br />
}}<section end="236D Extra"/><br />
<br />
===623D Data===<br />
<section begin="623D"/>{{FrameData-GGACR<br />
|damage=15*7<br />
|guard=Mid |inv=1~13F Strike<br />
|startup=7 |active=2*5, 3, 10 |recovery=6 after landing |frameAdv=-36<br />
}}<section end="623D"/><br />
<br />
<section begin="623D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=? |level=? |cancel=R <br />
}}<section end="623D Extra"/><br />
<br />
===j.623D Data===<br />
<section begin="j.623D"/>{{FrameData-GGACR<br />
|damage=15*7<br />
|guard=Mid |inv=1~11F Strike<br />
|startup=5 |active=2*5, 3, 10 |recovery=6 after landing |frameAdv=-36<br />
}}<section end="j.623D"/><br />
<br />
<section begin="j.623D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=? |level=? |cancel=R <br />
}}<section end="j.623D Extra"/><br />
<br />
== Overdrives ==<br />
===632146H Data===<br />
<section begin="632146H"/>{{FrameData-GGACR<br />
|damage=100 <br />
|guard=All |inv=1~17F Full<br />
|startup=15+0 |active=8 |recovery=31 |frameAdv=-20<br />
}}<section end="632146H"/><br />
<br />
<section begin="632146H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=-50 |level=? |cancel= <br />
}}<section end="632146H Extra"/><br />
<br />
===632146S Data===<br />
<section begin="632146S"/>{{FrameData-GGACR<br />
|damage= 20*4, 32, 64<br />
|guard=Mid |inv=1~8F Strike<br/>9~43F Upper Body<br />
|startup=7+0 |active=7 |recovery=42 |frameAdv=-27<br />
}}<section end="632146S"/><br />
<br />
<section begin="632146S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension= |level=? |cancel=R <br />
}}<section end="632146S Extra"/><br />
<br />
===236236H Data===<br />
<section begin="236236H"/>{{FrameData-GGACR<br />
|damage=50,70 <br />
|guard=Mid |inv=1~8F Strike<br />
|startup=1+2 |active=3,3 |recovery=36 |frameAdv=-20<br />
}}<section end="236236H"/><br />
<br />
<section begin="236236H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=20x2 |gb-=6x2<br />
|tension= |level=5 |cancel=RF <br />
}}<section end="236236H Extra"/><br />
<br />
===j.236236K Data===<br />
<section begin="j.236236K"/>{{FrameData-GGACR<br />
|damage=26*N<br />
|guard=High |inv=1~10F Strike<br />
|startup=9+0 |active=Until Landing |recovery=6 after landing |frameAdv=-15<br />
}}<section end="j.236236K"/><br />
<br />
<section begin="j.236236K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension= |level=? |cancel=R<br />
}}<section end="j.236236K Extra"/><br />
<br />
== Instant Kill ==<br />
===IK Data===<br />
<section begin="IK"/>{{FrameData-GGACR<br />
|damage=Fatal <br />
|guard=All |inv=12~16F Strike<br />
|startup=11+6 |active=12 |recovery=22 |frameAdv=-15<br />
}}<section end="IK"/><br />
<br />
<section begin="IK Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=20 |gb-=<br />
|tension= |level= |cancel= <br />
}}<section end="IK Extra"/><br />
<br />
==Category==<br />
{{Navbar-GGACR}}</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGACR/Jam_Kuradoberi/EX/Data&diff=208767GGACR/Jam Kuradoberi/EX/Data2021-04-25T04:07:20Z<p>Johhny: Created page with "{{TOC limit|3}} ==Nav== <section begin="Nav"/>{{CharNav |charMainPage=GGACR/Jam Kuradoberi |image=GGXXACPR_Jam_Icon.png |videos= |forums=http://www.dustloop.com/forums/index...."</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav |charMainPage=GGACR/Jam Kuradoberi<br />
|image=GGXXACPR_Jam_Icon.png<br />
|videos=<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/19-jam-kuradoberi/<br />
|okizeme=yes<br />
|discord=<br />
}}<section end="Nav"/><br />
<br />
==Links==<br />
<section begin=Links/><br />
{{CharLinks-GGACR<br />
|charMainPage=GGACR/Jam Kuradoberi<br />
|videos=https://acpr.keeponrock.in/#/?p1chars=jam&versions=AC%2BR<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/19-jam-kuradoberi/<br />
|okizeme=yes<br />
|ex=yes<br />
|discord=<br />
}}<br />
<section end=Links/><br />
<br />
==System Data==<br />
<section begin=system data/><br />
<tr><td class="CharaInfoLabel">'''Defense:'''</td><td>x1.06</td></tr><br />
<tr><td class="CharaInfoLabel">'''Guts:'''</td><td>3</td></tr><br />
<tr><td class="CharaInfoLabel">'''Weight:'''</td><td>Super Lightweight (x1.1)</td></tr><br />
<tr><td class="CharaInfoLabel">'''Stun Resistance:'''</td><td>65</td></tr><br />
<tr><td class="CharaInfoLabel">'''Prejump:'''</td><td>3F</td></tr><br />
<tr><td class="CharaInfoLabel">'''Backdash:'''</td><td>13F (1~>7F invuln)</td></tr><br />
<tr><td class="CharaInfoLabel">'''Wakeup Time:'''</td><td>53F (Face Up) / 50F (Face Down)</td></tr><br />
<tr><td class="CharaInfoLabel">'''Unique Movements:'''</td><td></td></tr><br />
<section end=system data/><br />
<br />
== Normals ==<br />
===5P Data===<br />
<section begin="5P"/>{{FrameData-GGACR<br />
|damage=12 <br />
|guard=Mid |inv=<br />
|startup=3 |active=3 |recovery=4 |frameAdv=+3<br />
}}<section end="5P"/><br />
<br />
<section begin="5P Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=3 |gb-=9<br />
|tension=1.44 |level=1 |cancel=CSJR <br />
}}<section end="5P Extra"/><br />
<br />
===5K Data===<br />
<section begin="5K"/>{{FrameData-GGACR<br />
|damage=12 <br />
|guard=Low |inv=<br />
|startup=5 |active=4 |recovery=7 |frameAdv=+1<br />
}}<section end="5K"/><br />
<br />
<section begin="5K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=5 |gb-=7<br />
|tension=2.64 |level=2 |cancel=SR <br />
}}<section end="5K Extra"/><br />
<br />
===c.S Data===<br />
<section begin="c.S"/>{{FrameData-GGACR<br />
|damage=28 <br />
|guard=Mid |inv=<br />
|startup=6 |active=8 |recovery=12 |frameAdv=-6<br />
}}<section end="c.S"/><br />
<br />
<section begin="c.S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10 |gb-=7<br />
|tension=2.64 |level=3 |cancel=SJR <br />
}}<section end="c.S Extra"/><br />
<br />
===f.S Data===<br />
<section begin="f.S"/>{{FrameData-GGACR<br />
|damage=30 <br />
|guard=Mid |inv=<br />
|startup=6 |active=5 |recovery=10 |frameAdv=-1<br />
}}<section end="f.S"/><br />
<br />
<section begin="f.S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10 |gb-=7<br />
|tension=2.64 |level=3 |cancel=SJR <br />
}}<section end="f.S Extra"/><br />
<br />
===5H Data===<br />
<section begin="5H"/>{{FrameData-GGACR<br />
|damage=24x3 <br />
|guard=Mid |inv=<br />
|startup=13 |active=3(3)3(3)3 |recovery=15 |frameAdv=+1<br />
}}<section end="5H"/><br />
<br />
<section begin="5H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=14x2,20 |gb-=6x3<br />
|tension=3.84x3 |level=4x2,5 |cancel=SR <br />
}}<section end="5H Extra"/><br />
<br />
===6P Data===<br />
<section begin="6P"/>{{FrameData-GGACR<br />
|damage=18x2 <br />
|guard=Mid |inv=1~7F Above Knees<br/>8~20F Upper Body<br />
|startup=7 |active=1(10)3 |recovery=12 |frameAdv=+2<br />
}}<section end="6P"/><br />
<br />
<section begin="6P Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10,14 |gb-=7,6<br />
|tension=2.64x2 |level=3,4 |cancel=SR <br />
}}<section end="6P Extra"/><br />
<br />
===6K Data===<br />
<section begin="6K"/>{{FrameData-GGACR<br />
|damage=25<br />
|guard=Mid |inv=<br />
|startup=17 |active=8 |recovery=17 |frameAdv=-6<br />
}}<section end="6K"/><br />
<br />
<section begin="6K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=? |level=? |cancel=SR <br />
}}<section end="6K Extra"/><br />
<br />
===6H Data===<br />
<section begin="6H"/>{{FrameData-GGACR<br />
|damage=34*2 <br />
|guard=Mid |inv=<br />
|startup=16 |active=3,3 |recovery=16 |frameAdv=0<br />
}}<section end="6H"/><br />
<br />
<section begin="6H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=? |level=? |cancel=SR <br />
}}<section end="6H Extra"/><br />
<br />
===5D Data===<br />
<section begin="5D"/>{{FrameData-GGACR<br />
|damage=16 <br />
|guard=High |inv=<br />
|startup=26 |active=4 |recovery=12 |frameAdv=-2<br />
}}<section end="5D"/><br />
<br />
<section begin="5D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=8 |gb-=20<br />
|tension=2.64 |level=3 |cancel=R <br />
}}<section end="5D Extra"/><br />
<br />
===2P Data===<br />
<section begin="2P"/>{{FrameData-GGACR<br />
|damage=6 <br />
|guard=Mid |inv=<br />
|startup=4 |active=2 |recovery=4 |frameAdv=+4<br />
}}<section end="2P"/><br />
<br />
<section begin="2P Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=3 |gb-=8<br />
|tension=1.44 |level=1 |cancel=CSR <br />
}}<section end="2P Extra"/><br />
<br />
===2K Data===<br />
<section begin="2K"/>{{FrameData-GGACR<br />
|damage=8 <br />
|guard=Low |inv=<br />
|startup=5 |active=3 |recovery=9 |frameAdv=-2<br />
}}<section end="2K"/><br />
<br />
<section begin="2K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=3 |gb-=8<br />
|tension=1.44 |level=1 |cancel=CSR <br />
}}<section end="2K Extra"/><br />
<br />
===2S Data===<br />
<section begin="2S"/>{{FrameData-GGACR<br />
|damage=26 <br />
|guard=Mid |inv=<br />
|startup=6 |active=5 |recovery=9 |frameAdv=+0<br />
}}<section end="2S"/><br />
<br />
<section begin="2S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10 |gb-=7<br />
|tension=2.64 |level=3 |cancel=SR <br />
}}<section end="2S Extra"/><br />
<br />
===2H Data===<br />
<section begin="2H"/>{{FrameData-GGACR<br />
|damage=30<br />
|guard=Low |inv=<br />
|startup=8 |active=8 |recovery=22 |frameAdv=-13<br />
}}<section end="2H"/><br />
<br />
<section begin="2H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=? |level=? |cancel=SR <br />
}}<section end="2H Extra"/><br />
<br />
===2D Data===<br />
<section begin="2D"/>{{FrameData-GGACR<br />
|damage=28 <br />
|guard=Low |inv=<br />
|startup=6 |active=4 |recovery=16 |frameAdv=-6<br />
}}<section end="2D"/><br />
<br />
<section begin="2D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=8 |gb-=7<br />
|tension=2.64 |level=3 |cancel=SJRF <br />
}}<section end="2D Extra"/><br />
<br />
===j.P Data===<br />
<section begin="j.P"/>{{FrameData-GGACR<br />
|damage=11 <br />
|guard=High/Air |inv=<br />
|startup=5 |active=4 |recovery=14 |frameAdv=<br />
}}<section end="j.P"/><br />
<br />
<section begin="j.P Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=3 |gb-=8<br />
|tension=1.44 |level=1 |cancel=CSR <br />
}}<section end="j.P Extra"/><br />
<br />
===j.K Data===<br />
<section begin="j.K"/>{{FrameData-GGACR<br />
|damage=14 <br />
|guard=High/Air |inv=<br />
|startup=5 |active=8 |recovery=11 |frameAdv=<br />
}}<section end="j.K"/><br />
<br />
<section begin="j.K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=3 |gb-=8<br />
|tension=1.44 |level=1 |cancel=SR <br />
}}<section end="j.K Extra"/><br />
<br />
===j.S Data===<br />
<section begin="j.S"/>{{FrameData-GGACR<br />
|damage=28 <br />
|guard=High/Air |inv=<br />
|startup=4 |active=5 |recovery=9 |frameAdv=<br />
}}<section end="j.S"/><br />
<br />
<section begin="j.S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10 |gb-=7<br />
|tension=2.64 |level=3 |cancel=SJR <br />
}}<section end="j.S Extra"/><br />
<br />
===j.H Data===<br />
<section begin="j.H"/>{{FrameData-GGACR<br />
|damage=35 <br />
|guard=High/Air |inv=<br />
|startup=7 |active=10 |recovery=16 |frameAdv=<br />
}}<section end="j.H"/><br />
<br />
<section begin="j.H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10 |gb-=7<br />
|tension=2.64 |level=3 |cancel=SR <br />
}}<section end="j.H Extra"/><br />
<br />
===j.D Data===<br />
<section begin="j.D"/>{{FrameData-GGACR<br />
|damage=40<br />
|guard=High/Air |inv=<br />
|startup=17 |active=6 |recovery=4 after landing |frameAdv=<br />
}}<section end="j.D"/><br />
<br />
<section begin="j.D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=? |level=? |cancel=SR <br />
}}<section end="j.D Extra"/><br />
<br />
==Universal Mechanics==<br />
===Ground Throw Data===<br />
<section begin="Ground Throw"/>{{FrameData-GGACR<br />
|damage=60 <br />
|guard=43 pixels |inv=<br />
|startup= |active= |recovery= |frameAdv=<br />
}}<section end="Ground Throw"/><br />
<br />
<section begin="GroundThrow Extra"/>{{FrameDataExtra-GGACR<br />
|gb+= |gb-=6x2<br />
|tension=4.00 |level= |cancel=RF <br />
}}<section end="GroundThrow Extra"/><br />
===Air Throw Data===<br />
<section begin="Air Throw"/>{{FrameData-GGACR<br />
|damage=60 <br />
|guard=88 pixels |inv=<br />
|startup= |active= |recovery= |frameAdv=<br />
}}<section end="Air Throw"/><br />
<br />
<section begin="Air Throw Extra"/>{{FrameDataExtra-GGACR<br />
|gb+= |gb-=6,7<br />
|tension=5.98 |level= |cancel= <br />
}}<section end="Air Throw Extra"/><br />
===DAA Data===<br />
<section begin="DAA"/>{{FrameData-GGACR<br />
|damage=20 <br />
|guard=All |inv=1~18F All<br/>19~27F Throw<br />
|startup=13 |active=6 |recovery=16 |frameAdv=-8<br />
}}<section end="DAA"/><br />
<br />
<section begin="DAA Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=10 |gb-=7<br />
|tension=2.64 |level=3 |cancel=R <br />
}}<section end="DAA Extra"/><br />
<br />
== Specials ==<br />
<br />
===236S Data===<br />
<section begin="236S"/>{{FrameData-GGACR<br />
|damage=20*4<br />
|guard=Mid |inv=1~9F Upper Body<br/>10~16F Strike<br />
|startup=17 |active=2*4 |recovery=25 |frameAdv=-10<br />
}}<section end="236S"/><br />
<br />
<section begin="236S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=? |level=? |cancel=R <br />
}}<section end="236S Extra"/><br />
<br />
===236H Data===<br />
<section begin="236H"/>{{FrameData-GGACR<br />
|damage=20*3 <br />
|guard=Mid |inv=1~7F Strike<br/>13~19 Upper Body<br />
|startup=24 |active=2*3 |recovery=28 |frameAdv=-13<br />
}}<section end="236H"/><br />
<br />
<section begin="236H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=? |level=? |cancel=FR <br />
}}<section end="236H Extra"/><br />
<br />
===236H_2 Data===<br />
<section begin="236H_2"/>{{FrameData-GGACR<br />
|damage=20*3 <br />
|guard=Mid |inv=1~7F Strike<br/>13~18 Upper Body<br />
|startup=31 |active=2*3 |recovery=24 Landing |frameAdv=-9<br />
}}<section end="236H_2"/><br />
<br />
<section begin="236H_2 Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=? |level=? |cancel=FR <br />
}}<section end="236H_2 Extra"/><br />
<br />
===214P Data===<br />
<section begin="214P"/>{{FrameData-GGACR<br />
|damage=12 <br />
|guard=Air FD |inv=<br />
|startup=31 |active=1 |recovery=45 |frameAdv=-9<br />
}}<section end="214P"/><br />
<br />
<section begin="214P Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=? |level=? |cancel=R <br />
}}<section end="214P Extra"/><br />
<br />
===214K Data===<br />
<section begin="214K"/>{{FrameData-GGACR<br />
|damage=<br />
|guard= |inv=1~5 Strike<br/>6~14, 20~25 Above Feet<br />
|startup= |active= |recovery=25F Total |frameAdv=<br />
}}<section end="214K"/><br />
<br />
<section begin="214K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+= |gb-=<br />
|tension= |level= |cancel=<br />
}}<section end="214K Extra"/><br />
<br />
===623P Data===<br />
<section begin="623P"/>{{FrameData-GGACR<br />
|damage=13*11<br />
|guard=Unb |inv=1~9 Full<br/>27~41 Upper Body<br />
|startup=9 |active=2*9(2)2(8)3 |recovery=33 Landing |frameAdv=<br />
}}<section end="623P"/><br />
<br />
<section begin="623P Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=? |level=? |cancel=R <br />
}}<section end="623P Extra"/><br />
<br />
===623K Data===<br />
<section begin="623K"/>{{FrameData-GGACR<br />
|damage=30*2 <br />
|guard=Mid |inv=<br />
|startup=5 |active=2(2)4 |recovery=14 |frameAdv=+1<br />
}}<section end="623K"/><br />
<br />
<section begin="623K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=? |level=? |cancel=FR <br />
}}<section end="623K Extra"/><br />
<br />
===41236P Data===<br />
<section begin="41236P"/>{{FrameData-GGACR<br />
|damage=48<br />
|guard=All |inv=<br />
|startup=13 |active= |recovery=74 Total |frameAdv=-35<br />
}}<section end="41236P"/><br />
<br />
<section begin="41236P Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=? |level=? |cancel=FR <br />
}}<section end="41236P Extra"/><br />
<br />
===214H Data===<br />
<section begin="214H"/>{{FrameData-GGACR<br />
|damage=28<br />
|guard=Mid |inv=14~21F Upper Body<br />
|startup=8 |active=6|recovery=10 |frameAdv=+5<br />
}}<section end="214H"/><br />
<br />
<section begin="214H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=? |level=? |cancel=R <br />
}}<section end="214H Extra"/><br />
<br />
===214H_214H Data===<br />
<section begin="214H_214H"/>{{FrameData-GGACR<br />
|damage=24 <br />
|guard=Mid |inv=1~6F Upper Body<br />
|startup=9 |active=7 |recovery=23 |frameAdv=+11<br />
}}<section end="214H_214H"/><br />
<br />
<section begin="214H_214H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=? |level=? |cancel=R<br />
}}<section end="214H_214H Extra"/><br />
<br />
===546 Data===<br />
<section begin="546"/>{{FrameData-GGACR<br />
|damage= <br />
|guard= |inv=1~8F Guard High<br />
|startup= |active= |recovery= |frameAdv=<br />
}}<section end="546"/><br />
<br />
<section begin="546 Extra"/>{{FrameDataExtra-GGACR<br />
|gb+= |gb-=<br />
|tension=-/4.00 |level= |cancel= <br />
}}<section end="546 Extra"/><br />
<br />
== Force Breaks ==<br />
===236D Data===<br />
<section begin="236D"/>{{FrameData-GGACR<br />
|damage=65<br />
|guard=Mid |inv=2F Low Profile<br/>3~13F Strike<br />
|startup=14 |active=3 |recovery=15 |frameAdv=+1<br />
}}<section end="236D"/><br />
<br />
<section begin="236D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=? |level=? |cancel=R<br />
}}<section end="236D Extra"/><br />
<br />
===623D Data===<br />
<section begin="623D"/>{{FrameData-GGACR<br />
|damage=15*7<br />
|guard=Mid |inv=1~13F Strike<br />
|startup=7 |active=2*5, 3, 10 |recovery=6 after landing |frameAdv=-36<br />
}}<section end="623D"/><br />
<br />
<section begin="623D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=? |level=? |cancel=R <br />
}}<section end="623D Extra"/><br />
<br />
===j.623D Data===<br />
<section begin="j.623D"/>{{FrameData-GGACR<br />
|damage=15*7<br />
|guard=Mid |inv=1~11F Strike<br />
|startup=5 |active=2*5, 3, 10 |recovery=6 after landing |frameAdv=-36<br />
}}<section end="j.623D"/><br />
<br />
<section begin="j.623D Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=? |level=? |cancel=R <br />
}}<section end="j.623D Extra"/><br />
<br />
== Overdrives ==<br />
===632146H Data===<br />
<section begin="632146H"/>{{FrameData-GGACR<br />
|damage=100 <br />
|guard=All |inv=1~17F Full<br />
|startup=15+0 |active=8 |recovery=31 |frameAdv=-20<br />
}}<section end="632146H"/><br />
<br />
<section begin="632146H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension=-50 |level=? |cancel= <br />
}}<section end="632146H Extra"/><br />
<br />
===632146S Data===<br />
<section begin="632146S"/>{{FrameData-GGACR<br />
|damage= 20*4, 32, 64<br />
|guard=Mid |inv=1~8F Strike<br/>9~43F Upper Body<br />
|startup=7+0 |active=7 |recovery=42 |frameAdv=-27<br />
}}<section end="632146S"/><br />
<br />
<section begin="632146S Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension= |level=? |cancel=R <br />
}}<section end="632146S Extra"/><br />
<br />
===236236H Data===<br />
<section begin="236236H"/>{{FrameData-GGACR<br />
|damage=50,70 <br />
|guard=Mid |inv=1~8F Strike<br />
|startup=1+2 |active=3,3 |recovery=36 |frameAdv=-20<br />
}}<section end="236236H"/><br />
<br />
<section begin="236236H Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=20x2 |gb-=6x2<br />
|tension= |level=5 |cancel=RF <br />
}}<section end="236236H Extra"/><br />
<br />
===j.236236K Data===<br />
<section begin="j.236236K"/>{{FrameData-GGACR<br />
|damage=26*N<br />
|guard=High |inv=1~10F Strike<br />
|startup=9+0 |active=Until Landing |recovery=6 after landing |frameAdv=-15<br />
}}<section end="j.236236K"/><br />
<br />
<section begin="j.236236K Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=? |gb-=?<br />
|tension= |level=? |cancel=R<br />
}}<section end="j.236236K Extra"/><br />
<br />
== Instant Kill ==<br />
===IK Data===<br />
<section begin="IK"/>{{FrameData-GGACR<br />
|damage=Fatal <br />
|guard=All |inv=12~16F Strike<br />
|startup=11+6 |active=12 |recovery=22 |frameAdv=-15<br />
}}<section end="IK"/><br />
<br />
<section begin="IK Extra"/>{{FrameDataExtra-GGACR<br />
|gb+=20 |gb-=<br />
|tension= |level= |cancel= <br />
}}<section end="IK Extra"/><br />
<br />
==Category==<br />
{{Navbar-GGACR}}</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGACR/Sol_Badguy/EX&diff=208097GGACR/Sol Badguy/EX2021-04-20T20:28:16Z<p>Johhny: </p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview=EX Sol Badguy takes cues from his son-in-law and changes large amount of his tools to strengthen his neutral game. He now has a multitude of fireballs that travel fullscreen, a Stun Dipper clone that low profiles and can convert midrange confirms into a knockdown, and a forward moving overhead that's safe on block. He also gets some minor changes to his Fafnir and j.D that helps him rack up damage off of multiple confirms.<br />
<br />
The downside to all this is he lacks his air knockdown tools that let him loop pressure back into itself. His overhead kick out of Volcanic Viper has been swapped for Sidewinder, and Air Bandit Revolver doesn't exist. So while he gets great reward off of his offense, he has to consistently win neutral to get back in.<br />
|voice_actor= Jouji Nakata/Daisuke Ishiwatari<br />
|quote= Give me a break.<br />
|summary=<br />
|pros=<br />
*Better neutral and fireballs<br />
*j.D now wallbounces<br />
*Fafnir is now exculsively a force break, but has great frame advantage and has a better Clean Hit effect.<br />
*Can actually convert midrange hits thanks to Flame Dipper<br />
|cons=<br />
*Air Bandit Revolver and Overhead Kick removed, can't get knockdown off of air combos<br />
*Can't use Gunflame pressure up close without 25% meter<br />
*Sidewinder combos are even harder<br />
|unique_mechanic1_name= Clean Hits<br />
|unique_mechanic1= Some of Sol's moves change properties depending on how they hit the opponent.<br />
Sol's damage output comes from Clean Hits, which involve hitting the opponent at a position specific to the move in question, the opponent, and the opponent's position.<br />
<br />
Three moves deal clean hits: ''Sidewinder'', ''Grand Viper'', and ''Fafnir''. Landing a clean hit with any one of these changes the effects of the move:<br />
*'''Sidewinder''': Doubled untechable time. Damage increases with the number of clean hits per combo.<br />
*'''Grand Viper''': Increased untechable time, leads to a full combo. Launches higher.<br />
*'''Fafnir''': Wallbounces as opposed to regular knockdown. Full conversions anywhere.<br />
<br />
Clean hits are always optimal. They lead to better combo extensions in every instance.<br />
Clean Hit Diagrams can be found here: http://www.dustloop.com/guides/ggac/data/images/cleanhit/clean_hit_diagrams.html<br />
<br />
'''<sup><small>★</small></sup>Note:''' Sol's Sidewinder Loop requires character specific precision. While characters can be grouped into clean hit categories, it is still difficult to perform and every additional Sidewinder attempt is an added risk. Sidewinder Loops are a significant part of what makes Sol strong and failing to capitalize on them is a significant issue.<br />
}}<br />
<br />
==Normal Moves==<br />
Note: Frame data for normals is as follows, x[x] where x is the move normally and [x] is the move in Dragon Install.<br />
===Ground Normals===<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_5P.png|Ora<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
Standard jab and occasional poke, overall a pretty niche tool in Sol's kit. Useful for frame traps, tick throws, etc.<br />
*Better than average startup. Can tag a lot of beefier moves during their startup or cooldown. <br />
*Clutch Anti-air, but lacks the vertical coverage of {{clr|2|5K}}/{{clr|4|2H}}.<br />
*Strong burst bait tool due to its overall low recovery time.<br />
*Whiffs on crouching Millia, Faust, and May. Leads to whiff > throw setups.<br />
<br />
Establishes offense. Gatling into it from {{clr|1|2P}} > {{clr|2|2K}}, if the opponent has been conditioned to block high in reaction to standing animations.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
----<br />
*80% proration (no proration in DI).<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_5K.png|Only '''I''' get to push buttons<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_5K-1-Hitbox.png|1st hit (frames 3-4)<br />
GGXXACPR_Sol_5K-2-Hitbox.png|2nd hit (frames 5-6)<br />
GGXXACPR_Sol_5K-3-Hitbox.png|2nd hit (frames 7-10)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
Privileged 3f normal that does it all: anti-air, abare, punishes, and active enough to catch backdashes on reaction or OS.<br />
*Works as a frame trap tool after Sol does a safe poke.<br />
*Preferred normal to OS with Sol's throw.<br />
*''Note'': a large chunk of the cast can crouch under the second hit, especially when hit or blocked from farther out.<br />
<br />
On air hit, {{clr|2|5K}} is confirmed from with {{clr|4|2H}} or a {{clr|1|j.P}}/{{clr|2|j.K}} into a standard air combo > VV for knockdown. On air CH, {{clr|2|5K}} has enough hitstun to combo to Sidewinder from an IAD {{clr|3|j.S}} or {{clr|5|j.D}} with stricter timing.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_cS.png|Punish and Frame Trap Starter<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
Sol's main punish starter for meterless and non-counter hit combos. Versatile gatlings from all of Sol's lower level buttons, useful mid combo as a confirm/filler/stopping point.<br />
*Recovers quickly enough that {{clr|2|5K}}(1) > {{clr|3|c.S}} lets you confirm a hit or a burst.<br />
*Leans forward during startup, letting Sol move past some hitboxes depending on spacing (e.g. Dead Angles)<br />
<br />
Can lead to Dustloops, Sidewinders, and tk.Bandit Revolvers. Mid-corner combo against airborne opponents, can be jump canceled into a {{clr|5|j.D}} for a high damage Sidewinder or Dustloop. In the corner, you'll usually start your loops with {{clr|3|c.S}} > {{clr|1|6P}}. <br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_fS.png|Go-to spacing tool<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_fS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
Extremely fast for its range, {{clr|3|f.S}} is good for gaining initiative round start or establishing offense in neutral.<br />
*Confirms into {{clr|4|5H}} or FB Fafnir from max range, gaining positional advantage or some moderate poke damage.<br />
*Gatling into {{clr|3|2S}} makes {{clr|3|f.S}} {{clr|3|2S}} pressure very safe and lets Sol make his way in.<br />
*For meter, converts at a decent range leads to {{clr|4|5H}} > Fafnir, can go into Tyrant Rave for some extra damage. <br />
Be careful, Sol extends his hurtbox on the first frame. Due to only being active for one frame, it's easily backdashed, but can be preemptively canceled to {{clr|3|2S}} to make it safer.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_5H.png|Counter Hit > Pain<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_5H-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
Slower, long ranged poke, punish, and combo tool that leads to big damage on counter hit. Difficult to contest.<br />
*Combos into Grand Viper up close or from a long-range counter hit, leading to Sidewinder Loops.<br />
*Confirms into (FB) Fafnir to let Sol get in from midscreen.<br />
*Can frame trap out of {{clr|1|6P}}'s extended cancel window.<br />
<br />
On CH against standing opponents, leads to Instant Air Dash > {{clr|3|j.S}} > stuff > Sidewinder Loop, Confirms into Bandit Bringer against most crouching opponents, though Grand Viper remains the most reliable combo afterward. {{clr|4|5H}} goes into IAD {{clr|1|j.P}} or {{clr|2|j.K}} against airborne opponents, or after a confirm of xx > {{clr|1|6P}} > {{clr|4|5H}} when the {{clr|1|6P}} is landed somewhat close. Just don't get predictable with airdash pressure.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_5D.png|The Great American Unblockable<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
Decent damage combo starter, but awful range, and slow and easily reactable, despite being one of the fastest {{clr|5|5D}}s in the game. Sol's only grounded overhead.<br />
*Leads to significant damage and a knockdown, especially with an Impossible Dust.<br />
*Horrid range, very unsafe, and huge CH state window. Keep meter on hand to cancel it.<br />
*Substantially better in DI due to being safe, and on the cusp of unreactable.<br />
<br />
Don't get predictable. {{clr|5|5D}}'s range is only slightly farther than Wild throw and it is highly telegraphed. <br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Knocks down face up on CH. <br />
*In CH state from Frames 1-30.<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2P.png|Poke<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
Starts pressure, frame traps, tick throws, and can be used to mash out. Strong, safe, all-around short range tool. <br />
*Safe to 95% of reversals when properly meatied.<br />
*Can be OS'd with [{{clr|1|2P}}]~{{clr|2|5K}}/{{clr|3|c.S}}/{{clr|4|2H}} for confirms and baits.<br />
<br />
{{clr|1|2P}} mostly sees its use as an oki tool and pressure starter. It is occasionally used in relaunches, OS'd with {{clr|4|2H}} or {{clr|3|c.S}} to bait bursts.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*80% proration (no proration in DI).<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2K.png|Use in Wild Throw <br/> and empty jump setups<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
Sol's fastest and main low poke. Also useful for faster tick throws or frame traps.<br />
*Tags people standing or attempting to fuzzy jump.<br />
*Gatlings into {{clr|4|2H}} for a Grand Viper conversion.<br />
*Frame traps into {{clr|1|6P}} or a late {{clr|3|c.S}}/{{clr|3|f.S}}. Strong natural frame trap in {{clr|2|2K}} > {{clr|3|2S}}.<br />
<br />
Fairly standard low poke tool, but active enough to serve as a safe meaty. Can still net 200 damage off of this by converting to {{clr|5|2D}} > FB Fafnir.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*70% proration (no proration in DI).<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2S.png|Save your strings<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2S-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|}<br />
==== ====<br />
Decent range, fairly active, very disjointed, low recovery time, and +3 on block make this an excellent blockstring ender, neutral button, and baiting tool. <br />
*Strong low reaching poke due to hitbox/hurtbox ratio.<br />
*Links into P and K normals and {{clr|3|c.S}} on late hits.<br />
*'''OS''': {{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|2K}} > {{clr|3|2S}} is a natural frame trap on block, will combo on hit. Also works if delayed from {{clr|2|5K}}.<br />
<br />
Discourages button pushing when properly spaced. Timing {{clr|3|2S}} ambiguously on oki especially is very tricky to defend against and can give you information on the opponent's mindset.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}'' <br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2H.png|(Re)launch all day<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2H1-Hitbox.png|(frames 8-9)<br />
GGXXACPR_Sol_2H2-Hitbox.png|(frames 10-11)<br />
GGXXACPR_Sol_2H3-Hitbox.png|(frames 12-13)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
High reaching upwards swing which gives you a day and a half to confirm on counter hit. Sol's main relaunch tool.<br />
*Beats many moves and scores CH due to the strong hitbox. Trades in Sol's favor most of the time. Burst safe if followed with BB or jump cancelled on CH.<br />
*Fast enough to combo off of level 1 buttons.<br />
*Special cancel window extends into its ''recovery frames''.<br />
*Can be OS'd with {{clr|1|5P}}/{{clr|1|2P}} to bait bursts mid combo. <br />
<br />
Works as a slower but stronger Anti Air than {{clr|2|5K}}, and late frame trap tool. Can be a nightmarish meaty if they feel like rolling the dice.<br />
:On counter hit, a Bandit Bringer will convert, and will whiff and recover if they burst. {{clr|4|2H}} is strong, but don't whiff it.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}''<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Knocks down face down on CH.<br />
*Floats on CH (untechable for 60F) (DI version doesn't float). <br />
*90% proration.<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2D.png|Get down, make love<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
Amazing: mid-ranged, low profile sweep which can go under 80% of moves in the game, even during pressure. Your best friend.<br />
*Can go under bursts, Stun Edges, Johnny ranged pokes, ''other sweeps'', etc. Will even score counter hits against some jump-ins.<br />
*Special cancel window extends into its ''recovery frames''.<br />
*Free combo on counter hit.<br />
*Near-corner conversions into FB Fafnir when too far for regular meterless juggles to work.<br />
*Can combo to Clean Hit Grand Viper on normal hit against Jam, Bridget, Millia, and Kliff. <br />
**Further applies to May and Baiken near the corner, or if 3 or more hits precedes the {{clr|5|2D}}.<br />
<br />
Leads into Bandit Revolver RC for a conversion. CH leads to Gun-Flame > FRC, mashless Grand Viper, or Gun-Flame > FB Fafnir to Sidewinder Loop. Also does a strong, unburstable kill combo by going straight into Tyrant Rave ver.Beta.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Knocks down face down.<br />
*Frames 4-23 [3-15] low stance.<br />
*90% Proration.<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_6P.png|Bullying 101<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Prime corner combo launcher and counter hit fishing button, {{clr|1|6P}} beats out many poke attempts and confirms from nearly anywhere on counterhit.<br />
*Mid level hitting gut punch which beats many standing buttons. Blows back on hit. Major frame trap button with many gatling options.<br />
*Can be cancelled at '''any''' point during its recovery.<br />
*Clutch Anti Air.<br />
<br />
Vital in frame traps but loses to many lows and low profile moves, pay attention to your spacing and timing. Despite this, with the rewards, you should expect to be using this move a lot.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Knocks down face up, face down after wallbounce. <br />
*Frames 1-8 [1-4], Frames 14-21 [8-11] upper body invincibility. <br />
*Frames 9-13 [5-7] above the knees invincibility. <br />
*Wall bounces on hit (untechable for 30 frames).<br />
*90% proration (no proration in DI).<br />
</div><br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_6H.png|Exercise judgement unless you want to get dizzied<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_6H-Hitbox.png|First hit (Frame 13)<br />
GGXXACPR_Sol_6H-2-Hitbox.png|First hit (Frame 14)<br />
GGXXACPR_Sol_6H-3-Hitbox.png|First hit (Frame 15)<br />
GGXXACPR_Sol_6H-4-Hitbox.png|First hit (Frame 16)<br />
GGXXACPR_Sol_6H-5-Hitbox.png|First hit (Frame 17)<br />
GGXXACPR_Sol_6H-6-Hitbox.png|Second hit (Frame 18)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
|}<br />
==== ====<br />
Occasional ranged button, High-risk high-reward (on CH) Anti-Air. Not particularly strong by itself.<br />
*Decent stun and damage, but ends your combo without meter.<br />
*Cancel window lasts until the end of recovery for late frame traps.<br />
*Can be used in Dragon Install for higher Dizzy damage combos.<br />
*Pushes Sol's hurtbox pretty far forward, CH state for the whole move.<br />
*Has a difficult confirm into Grand Viper if it counters on the first hit.<br />
<br />
{{clr|4|6H}} will get counter hit very easily if used poorly. It is more difficult to contest in the air though, so air CH confirms lead to Bandit Bringer. Be very cautious about using this move.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Dizzy modifier x1.5. <br />
*In CH state for entire duration.<br />
</div><br />
</div><br />
</div><br />
<br />
===Air Normals===<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jP.png|Mash<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jP1-Hitbox.png|(Frames 5-7)<br />
GGXXACPR_Sol_jP2-Hitbox.png|(Frames 8-12)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
Fast, general use air normal with a very active hitbox, and which shrinks Sol's hurtbox, letting it beat a lot of moves. One of Sol's best.<br />
*Good for airdash pressure due to its gatling options. Staggered self cancels can be used to bait bursts.<br />
*Can let Sol sneak past some Anti Airs due to the hurtbox change.<br />
*Easy, if scaled, confirms off of things like Gunflame.<br />
*Leads to Burst safe, character specific Sidewinder Setups.<br />
<br />
The Hurtbox shrinkage can let you do lower airdash crossup setups. Vital in Sol's difficult HJIAD combos. Deceptively excellent.<br />
<br />
''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jK.png|Break a leg<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jK-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
Mainly horizontal. Useful for covering air backdashes or air-to-air out of a backwards jump. Better defensively than offensively.<br />
*Mostly for filler in SW loops, especially when scaling is too high for {{clr|3|j.S}}/H/D to connect.<br />
*Occasionally useful in airdash pressure. Be careful as it will whiff on some crouchers.<br />
<br />
Useful {{clr|1|j.P}} or {{clr|3|j.S}}. Works sparingly if intentionally whiffed mid-string into land > grab, or late after a {{clr|1|j.P}} to catch them trying to hit buttons. Try not to whiff it.<br />
<br />
''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jS.png|Your premium safejump tool<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
Main safe jump tool. Passable jump-in<br />
*Primary combo tool for Sidewinder Loops<br />
*Occasionally works as a crossup out of a backwards airdash.<br />
*Leads to, and works as a fuzzy guard tool, converts against non-short characters with meter to RC.<br />
<br />
Don't get {{clr|1|6P}}'d. Landed as a crossup, converts into land > c/{{clr|3|f.S}} > {{clr|4|5H}} > Fafnir. Try cancelling into an RC'd VV while airborne to go for something tricky, like VV RC airdash {{clr|3|j.S}}.<br />
<br />
''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jH.png|Stone Cold Crazy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jH-1-Hitbox.png|Frames 9-14<br />
GGXXACPR_Sol_jH-2-Hitbox.png|Frames 15-18<br />
GGXXACPR_Sol_jH-3-Hitbox.png|Frames 19-22<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
0 Recovery frames. Weird hurtbox. Lingers for forever. Pseudo-God Normal.<br />
*The shrunken hurtbox can make this outright impossible to Anti-Air with some moves.<br />
*Links into ''any'' jumping normal on hit.<br />
*Hit meaty and high enough off the ground, Sol can airdash immediately afterwards for an airdash mixup.<br />
<br />
Very difficult to contest in any regular fashion. Useful in Sidewinder conversions. The recovery makes opponents tear out their hair. One of Sol's most used air options.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Untechable on air hit for 17F (doesn't apply to DI version).<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jD.png|''Trust in the Dust''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jD-1-Hitbox.png|Frames 9-11<br />
GGXXACPR_Sol_jD-2-Hitbox.png|Frames 12-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
Large, damaging move with abnormally high untechable time that loops into itself, for the titular '''DUSTLOOP'''. <br />
*Launches on hit, useful in airdash and corner combos, can convert into delayed Sidewinders for optimal damage.<br />
*Fullscreen conversions on counter hit due to wallbounce.<br />
*Can lead to a fuzzy guard setup (too or from), can be the fuzzy guard attack against Potemkin, Eddie, Johnny, Anji, and Justice.<br />
<br />
Partially responsible for Sol's obscene damage output. Works with 5 in a row in one combo with a 3-hit prior starter. Teyah them to death.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Blowback on normal hit (untechable for 27F).<br />
*Wall bounces on CH (untechable for 54F).<br />
*Additional 5F landing recovery.<br />
*90% proration.<br />
</div><br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
===<big>Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_throw.png|Rushing Headlong<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
Average throw. Unspectacular unless done in the corner. Should be OS'd with {{clr|2|5K}}, or sometimes {{clr|3|c.S}}.<br />
*Only knocks down 25% of the cast by itself. Leads to free conversions in the corner against the other 75% with {{clr|2|5K}}.<br />
**Bandit Revolver loop leads to 15-20% damage, more meter, and knockdown.<br />
**Sidewinder Loop does similar damage with [{{clr|2|5K}} > {{clr|1|j.P}} > {{clr|2|j.K}}/S] or [{{clr|2|5K}} > {{clr|1|6P}} > {{clr|4|2H}} > {{clr|3|j.S}}/D] > SW.</br><br />
<br />
Compared to Wild Throw, it's faster, safer (when OS'd), and is a reversal, but doesn't have WT's conversions or knockdown.<br />
<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Knocks down face down (character specific).<br />
*Floats on hit.<br />
*50% forced proration.<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_airThrow.png|So I got my handgun, and I blew 'em away<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
A decent air throw that knocks down. Can convert in the corner, or with meter.<br />
*Doesn't lock the opponent's burst, but is absolutely burst safe unless done right off the ground.<br />
*Converts in the corner to {{clr|2|5K}} > BR/SW Loop/whatever, or ({{clr|3|f.S}}) > FB Fafnir from midscreen or near the corner for a knockdown and some decent damage.<br />
<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Knocks down face up.<br />
*Floats on hit (untechable for 60F).<br />
*Dizzy modifier x1.5.<br />
*50% forced proration.<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>Dead Angle Attack</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_6P.png|Piss Off!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
Average, unsafe guard reversal. Overall subpar compared to Sol's other defensive options.<br />
*Uses {{clr|1|6P}} animation, so it can still be low profiled.<br />
*Can convert in the corner on counter hit or if hit on the last active frame.<br />
*Loses to very low profile moves: Grand Viper, Stroke the Big Tree, etc.<br />
<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Knocks down face up.<br />
*Frames 1-13 invincible.<br />
*Frames 14-33 invincible to throws.<br />
*Frames 14-23 upper body invincibility.<br />
*Wall bounces on hit (untechable on ground hit for 28F).<br />
*50% proration.<br />
</div><br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Gun Flame</big>===<br />
<span class="input-badge">'''{{clr|3|623S}}/{{clr|4|H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol-EX_236X.png|<br />
GGAC_Sol-EX_j.236X.png|The Missing Link<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground S}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
|-<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|-<br />
{{AttackVersion|name=Air S}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
|-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Volcanic Viper</big>===<br />
<span class="input-badge">'''{{clr|3|623S}}/{{clr|4|H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_623S.png|Mom says its my turn to do oki<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_623S-1-Hitbox.png|S: 1st hit (Frames 7-9)</br>H: 1st hit (Frames 5-6)<br />
GGXXACPR_Sol_j623S-1-Hitbox.png|j.S/H: 1st hit (Frames 5-6)<br />
GGXXACPR_Sol_623S-2-Hitbox.png|S: 2nd hit (Frames 13-23)</br>j.S: 2nd hit (Frames 10-18)</br>H/j.H: 2nd hit (Frames 10-27)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground Normal {{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|623S}}<br />
|-<br />
{{AttackVersion|name=Aerial Normal {{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.623S}}<br />
|-<br />
{{AttackVersion|name=Ground Normal {{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|-<br />
{{AttackVersion|name=Aerial Normal {{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H}}<br />
|}<br />
==== ====<br />
Godly DP with a massive hitbox. The greatest. Ever.<br />
<br />
'''Ground {{clr|3|S}}:''' Lower to the ground version.<br />
*Can be canceled into the followup kick on whiff to mix up Sol's recovery timing. Converts to knockdown about 95% of the time.<br />
*Leads to a full conversion if the first hit is RC'd, or if the 2nd part counter hits.<br />
*Tied for the ''slowest'' version of the move at 7F, but with some of the most invulnerability.<br />
*''Note - all grounded versions:'' must be ''jump installed'' in order to airdash or double jump on RC.<br />
<br />
Breaks through even the smallest gaps. Using the knockdown kick sets up oki, but on whiff/block, the followup puts you in CH state. Commands respect in order to be completely baited.<br />
----<br />
'''Air {{clr|3|S}}:''' Easy air combo ender. Has the most leniency into combo'ing into the followup kick of any air VV.<br />
*Also works as an air reversal, but is air blockable without FD, and is only strike invuln.<br />
*Completely cuts Sol's air momentum when you RC the first hit, leading to airdash mixups or continued strings on block.<br />
**This RC will make Sol fall straight down. You can TK this move and RC it immediately, and with some very tight timing, you can tag an opponent with a quick overhead before you hit the ground...<br />
*Can convert to longer combos if the first hit is RC'd.<br />
----<br />
'''Ground {{clr|4|H}}:''' Massive DP version. Big Anti-Air callout, unrivaled in combined speed and vertical reach. Eats up the sky.<br />
*Slightly faster and more damage than the S version.<br />
*Similarly converts if the 1st hit is RC'd or the 2nd part counter hits.<br />
*Can be difficult to punish if done with running momentum: some characters lack the means to reach Sol without meter.<br />
*Leniency to the followup is slightly more difficult, and must be delayed a bit.<br />
----<br />
'''Air {{clr|4|H}}:''' Situational air knockdown tool with slight more damage. Higher reaching aerial VV, but not as high as the grounded version.<br />
*Also air blockable without FD.<br />
*Lacks the same leniency to the followup as the ground H version.<br />
*Similarly to {{clr|3|j.S}}VV, cuts air momentum when RC'd on the first hit.<br />
----<br />
'''DI Ground {{clr|3|S}}:''' Weaker version of VV, but has some altered utility.<br />
*Similarly strong hitbox, but cannot cancel into knockdown.<br />
*Same speed as regular {{clr|3|S}}VV, but slightly less damage overall.<br />
*All three hits ''must'' be FD'd if airborne.<br />
*Overall not the strongest version, but usable. <br />
----<br />
'''DI Ground {{clr|4|H}}:''' The hype machine. One of the meanest moves in the game.<br />
*Absolutely massive wall of hitbox. Reaches to the top of the screen.<br />
*Does double dizzy damage (1st hit), takes a buttload of health, and can still convert to knockdown.<br />
*The 1st hit does '''60 damage and GB -1''': one of the single strongest combo starters in the game on RC.<br />
----<br />
'''DI Air:''' Similarly weaker version as DI-{{clr|3|S}}VV, but the first hit is air unblockable.<br />
*Doesn't cancel to knockdown.<br />
*First hit being air unblockable can win you air-to-air wars.<br />
*Fully invincible compared to normal air VVs being only strike invincible.<br />
<br />
Will work if they don't FD while air poking in blockstrings, but otherwise you should use with meter if you want to convert.<br />
</div><br />
</div><br />
<br />
===<big>Sidewinder</big>===<br />
<span class="input-badge">'''Volcanic Viper -> {{clr|4|214H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_j236H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_j236H-1-Hitbox.png|Frames 9-10<br />
GGXXACPR_Sol_j236H-2-Hitbox.png|Frames 11-12<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Grand/Ground Viper</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} -> Mash Buttons + Directions'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_214S.png|Now the loudest move,<br> for the loudest game<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_214S-1-Hitbox.png|Hits 1-7 (Frames 17-41)<br />
GGXXACPR_Sol_214S-2-Hitbox.png|Last hit (Frames 62-64)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
|}<br />
==== ====<br />
Fast, instant low profile travel attack. The ultimate callout, likeliest move in the game to blow out your speakers. <br />
*Extremely low profile on frame 1: goes under more than 75% of moves in the game.<br />
*Leads into ridiculous damage on Clean Hit from anywhere on stage.<br />
*Number of hits changes depending on how many directions/buttons are pressed during the move.<br />
*Horribly unsafe on block/whiff. Cannot be RC'd if the current hit did not make contact.<br />
*Can go under bursts, which can score a powerful reset in the corner, but can be suicide midscreen.<br />
*To use multiple hits, alternate between forward and back while mashing buttons<br />
*Alternatively, you could alternate between down back and down forward, or up back and up forward<br />
*[http://www.youtube.com/watch?v=B-N6XKcyKcA&hd=1 ''For a detailed look at this move, see this tutorial video'']<br />
<br />
Strong tool which requires finesse and recognition to use properly. Can go under things mid-pressure and lead to very damaging conversions. Has some of its best conversions near the corner, and can work midscreen with little/no mashing based on the opponent's character. Don't miss.<br />
</div><br />
</div><br />
<br />
===<big>Bandit Revolver</big>===<br />
<span class="input-badge">'''{{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol-EX_214K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Flame Dipper</big>===<br />
<span class="input-badge">'''{{clr|2|236K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol-EX_236K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236K }}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Wild Throw</big> (Bukkirabou ni Nageru)===<br />
<span class="input-badge">'''{{clr|2|623K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_623K.png|The bane of blocking<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623K}}<br />
|}<br />
==== ====<br />
Great command grab with average command throw range but great startup. Sol's main mixup tool. <br />
*Full, damaging conversions from anywhere on stage.<br />
*Has burst safe setups with FB Sidewinder, with free easy resets if they take the bait.<br />
*Also has character specific, meterless burst safe setups.<br />
*Only in CH state for a short segment of its recovery.<br />
<br />
Makes people wince when it lands. Meterless conversions can do 25%-55% damage. Usually followed with dash ({{clr|4|2H}}) > {{clr|5|j.D}} > SW loop. </br><br />
*Some meterless burst safe followups include:<br />
**IAD {{clr|3|j.S}} > Sidewinder > (empty jump) SW loop<br />
**{{clr|4|2H}} > late {{clr|4|j.H}}/Burst Throw OS<br />
**late {{clr|4|j.H}}/block OS > SW loop<br />
</div><br />
</div><br />
<br />
==Force Breaks==<br />
===<big>Fafnir</big>===<br />
<span class="input-badge">'''{{clr|5|63214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_41236D.png|HAVE A SEAT<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_41236D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|63214D}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Tyrant Rave</big>===<br />
<span class="input-badge">'''Fafnir -> {{clr|5|64D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_46D.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|63214D 46D}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Gunflame: Charge</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol-EX_236D.png|A Deal You Can't Refuse<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Grand Viper</big>===<br />
<span class="input-badge">'''{{clr|5|623D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol-EX_623D.png|A Deal You Can't Refuse<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623D}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Tyrant Rave ver. Alpha</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol-EX_632146H.png|Ride the Fire<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Grounded}}<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
|-<br />
{{AttackVersion|name=Aerial}}<br />
{{#lst:{{PAGENAME}}/Data|j.632146H}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Wild Punch</big>===<br />
<span class="input-badge">'''{{clr|3|214214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol-EX_214214S_1.png|<br />
GGAC_Sol-EX_214214S_2.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214214S}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Savage Fang</big>===<br />
<span class="input-badge">'''{{clr|1|236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol-EX_236236P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236236P}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
==Instant Kill==<br />
===<big>Napalm Death</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_IK.png|[https://www.youtube.com/watch?v=ybGOT4d2Hs8 You Suffer, But Why?]<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK }}<br />
|}<br />
==== ====<br />
Bottom 5 IK. Goodbye, Meter.<br />
*Short range and horribly unsafe. Whiffs on the entire cast crouching.<br />
*Will whiff against several characters ''in their stun animations'' (Sol, Axl, Jam, Kliff, Baiken, Zappa, Dizzy, HOS). Very rarely worth it.<br />
*Useful against ABA and Chipp, otherwise rarely used due to the aforementioned, and Sol's general lack of stun setups.<br />
</div><br />
</div><br />
<br />
==[[GGACR/Frame Data|System Data]]==<br />
<table class="wikitable"><br />
{{#lst:{{BASEPAGENAME}}/Data|system data}}<br />
</table><br />
<br style="clear:both;"/><br />
<br />
==Normals==<br />
<br />
* Data in [ ] refers to Sol in Dragon Install. DI is short for Dragon Install. <br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FullFrameDataHeader-GGACR}}<br />
|-<br />
{{AttackVersion|name={{Tt|5P |[[File:GGAC_Sol_5P.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
{{#lst:{{PAGENAME}}/Data|5P Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Initial prorate 80%<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|5K |[[File:GGAC_Sol_5K.png|200x200px]]}}|subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
{{#lst:{{PAGENAME}}/Data|5K Extra}}<br />
|-<br />
{{AttackVersion|name={{Tt|c.S |[[File:GGAC_Sol_cS.png|200x200px]]}}|subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
{{#lst:{{PAGENAME}}/Data|c.S Extra}} <br />
|-<br />
{{AttackVersion|name={{Tt|f.S |[[File:GGAC_Sol_fS.png|200x200px]]}}|subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
{{#lst:{{PAGENAME}}/Data|f.S Extra}}<br />
|-<br />
{{AttackVersion|name={{Tt|5H |[[File:GGAC_Sol_5H.png|200x200px]]}}|subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{#lst:{{PAGENAME}}/Data|5H Extra}} <br />
|-<br />
{{AttackVersion|name={{Tt|6P |[[File:GGAC_Sol_6P.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
{{#lst:{{PAGENAME}}/Data|6P Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Staggers opponent (Max 35F)<br />
*Initial prorate 90%<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|6H |[[File:GGAC_Sol_6H.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
{{#lst:{{PAGENAME}}/Data|6H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Dizzy modifier x1.5<br />
*Sol is in CH state during move<br />
*Staggers oppinent (Max 35F)<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|5D |[[File:GGAC_Sol_5D.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
{{#lst:{{PAGENAME}}/Data|5D Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Sol is in CH state 1~30F <br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|2P |[[File:GGAC_Sol_2P.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
{{#lst:{{PAGENAME}}/Data|2P Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Initial prorate 80%<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|2K |[[File:GGAC_Sol_2K.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
{{#lst:{{PAGENAME}}/Data|2K Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Initial prorate 70%<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|2S |[[File:GGAC_Sol_2S.png|200x200px]]}}|subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
{{#lst:{{PAGENAME}}/Data|2S Extra}}<br />
|-<br />
{{AttackVersion|name={{Tt|2H |[[File:GGAC_Sol_2H.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{#lst:{{PAGENAME}}/Data|2H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on CH (untechable for 60F)<br />
*Initial prorate 90%<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|2D |[[File:GGAC_Sol_2D.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
{{#lst:{{PAGENAME}}/Data|2D Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Initial prorate 90%<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|j.P |[[File:GGAC_Sol_jP.png|200x200px]]}}|subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
{{#lst:{{PAGENAME}}/Data|j.P Extra}}<br />
|-<br />
{{AttackVersion|name={{Tt|j.K |[[File:GGAC_Sol_jK.png|200x200px]]}}|subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
{{#lst:{{PAGENAME}}/Data|j.K Extra}}<br />
|-<br />
{{AttackVersion|name={{Tt|j.S |[[File:GGAC_Sol_jS.png|200x200px]]}}|subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{#lst:{{PAGENAME}}/Data|j.S Extra}}<br />
|-<br />
{{AttackVersion|name={{Tt|j.H |[[File:GGAC_Sol_jH.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{#lst:{{PAGENAME}}/Data|j.H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Untechable for 17F<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|j.D |[[File:GGAC_Sol_jD.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{BASEPAGENAME}}/Data|j.D}}<br />
{{#lst:{{BASEPAGENAME}}/Data|j.D Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Wall bounces opponent on normal hit (untechable for 54F)<br />
*Initial prorate 90%<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Universal Mechanics==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FullFrameDataHeader-GGACR}}<br />
|-<br />
{{AttackVersion|name={{Tt|Throw |[[File:GGAC_Sol_throw.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on hit<br />
*Forced prorate 50%<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Air Throw |[[File:GGAC_Sol_airThrow.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
{{#lst:{{PAGENAME}}/Data|Air Throw Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on hit (untechable for 60F)<br />
*Dizzy modifier x1.5<br />
*Forced prorate 50%<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|[[GGACR/Defense#Dead Angle Attack|DAA]]|[[File:GGAC_Sol_6P.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
{{#lst:{{PAGENAME}}/Data|DAA Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Wall bounces opponent on hit (untechable on ground hit for 28F)<br />
*Initial prorate 50%<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Specials==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FullFrameDataHeader-GGACR}}<br />
|-<br />
{{AttackVersion|name={{Tt|S Gun Flame|[[File:GGAC_Sol-EX_236X.png|200x200px]]}}|subtitle=236S|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{#lst:{{PAGENAME}}/Data|236S Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on hit (untechable for 28F)<br />
*Sol is in CH state till during move<br />
*Hitstop 13F on normal hit<br />
*FRC timing 15~16F<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|H Gun Flame|[[File:GGAC_Sol-EX_236X.png|200x200px]]}}|subtitle=236H|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{#lst:{{PAGENAME}}/Data|236H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on hit (untechable for 28F)<br />
*Sol is in CH state till during move<br />
*Hitstop 13F on normal hit<br />
*FRC timing 20~21F<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|S Arial Gun Flame|[[File:GGAC_Sol-EX_j.236X.png|200x200px]]}}|subtitle=j.236S|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on hit (untechable for 28F)<br />
*Sol is in CH state till during move<br />
*Hitstop 13F on normal hit<br />
*FRC timing 25~26F<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|H Aerial Gun Flame|[[File:GGAC_Sol-EX_j.236X.png|200x200px]]}}|subtitle=j.236H|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on hit (untechable for 28F)<br />
*Sol is in CH state till during move<br />
*Hitstop 13F on normal hit<br />
*FRC timing 25~26F<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|S Volcanic Viper|[[File:GGAC_Sol_623S.png|200x200px]]}}|subtitle=623S|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|623S}}<br />
{{#lst:{{PAGENAME}}/Data|623S Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Sol is airborne from 10F onwards<br />
*Floats opponent on hit (1st hit untechable on ground hit for 28F, 2nd hit untechable for 26F)<br />
*Can cancel into Sidewinder from 24~40F<br />
*Sol is in crouching state during landing recovery<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|H Volcanic Viper|[[File:GGAC_Sol_623S.png|200x200px]]}}|subtitle=623H|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
{{#lst:{{PAGENAME}}/Data|623H Extra}}<br />
|-<br />
{{Description|12|text= <br />
{{ColumnList |text=<br />
*Sol is airborne from 7F onwards<br />
*Floats oppoent on hit (1st hit untechable on ground hit for 28F, 2nd/3rd hit untechable for 36F)<br />
*Can cancel into Sidewinder from 28~44F<br />
*Sol is in crouching state during landing recovery<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Air S Volcanic Viper|[[File:GGAC_Sol_623S.png|200x200px]]}}|subtitle=j.623S|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|j.623S}}<br />
{{#lst:{{PAGENAME}}/Data|j.623S Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on hit (1st hit untechable for 36F, 2nd hit for 27F)<br />
*Can cancel into Sidewinder from 19~35F<br />
*Sol is in crouching state during landing recovery<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Air H Volcanic Viper|[[File:GGAC_Sol_623S.png|200x200px]]}}|subtitle=j.623H|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on hit (1st hit untechable for 38F, 2nd hit for 36F)<br />
*Can cancel into Sidewinder from 32~44F<br />
*Sol is in crouching state during landing recovery<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Sidewinder|[[File:GGAC_Sol_j236H.png|200x200px]]}}|subtitle=j.214H|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Wall bounces opponent on hit (Clean Hit untechable for 56F)<br />
*Sol is in CH state during recovery<br />
*Dizzy modifier x0.5<br />
*Forced prorate 70%<br />
*Sol is in crouching state during landing recovery<br />
*See notes *3<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Grand Viper|[[File:GGAC_Sol_214S.png|200x200px]]}}|subtitle=214S|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{#lst:{{PAGENAME}}/Data|214S Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*1st-6th hits of the advancing part are untechable for 26F<br />
*Hitstun on standing opponent 24F<br />
*Hitstop 6F<br />
*Dizzy modifier x0.25<br />
*Initial prorate 80%<br />
*7th hit of the advancing part floats opponent on hit (untechable for 28F)<br />
*Histop 6F<br />
*Final hit (the uppercut) floats opponent on hit (untechable for 42F, on Clean Hit for 64F)<br />
*Listed frame data is for a Ground Viper that does the maximum number of hits<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Flame Dipper|[[File:GGAC_Sol-EX_236K.png|200x200px]]}}|subtitle=236K|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236K}}<br />
{{#lst:{{PAGENAME}}/Data|236K Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*2nd hit knocks down opponent<br />
*Low Profile<br />
*FRC timing 21F~22F<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Bandit Revolver|[[File:GGAC_Sol-EX_214K.png|200x200px]]}}|subtitle=214K|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
{{#lst:{{PAGENAME}}/Data|214K Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Sol is airborne from 7F~36F<br />
*Ground slides opponent on hit (can follow-up 9F after animation ends)<br />
*Sol is in crouching state during recovery<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Wild Throw/Bukkirabou ni Nageru|[[File:GGAC_Sol_623K.png|200x200px]]}}|subtitle=623K|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|623K}}<br />
{{#lst:{{PAGENAME}}/Data|623K Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Sol is in CH state 1~14F<br />
*Whiff animation is 35F<br />
*Forced prorate 55%<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Force Breaks==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FullFrameDataHeader-GGACR}}<br />
|-<br />
{{AttackVersion|name={{Tt|Fafnir|[[File:GGAC_Sol_41236D.png|200x200px]]}}|subtitle=63214D|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|63214D}}<br />
{{#lst:{{PAGENAME}}/Data|63214D Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Knocks down opponent on hit (untechable for 40F)<br />
*Wall bounces opponent on Clean Hit and counter hit (untechable for 80F)<br />
*Blockstun 26F<br />
*Forced prorate 70%<br />
*Attack Level 6<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Tyrant Rave|[[File:GGAC_Sol_46D.png|200x200px]]}}|subtitle=Fafnir > 64D|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|63214D 46D}}<br />
{{#lst:{{PAGENAME}}/Data|63214D 46D Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Disables opponent's Burst on hit<br />
*Dizzy modifier x0<br />
*Chip damage x2<br />
*1st~3rd hits have initial prorate 80%<br />
*2nd~4th hits can pass through projectiles<br />
*Wall bounces opponent (untechable 40F)<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|FB Gun Flame|[[File:GGAC_Sol-EX_236D.png|200x200px]]}}|subtitle=236D|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236D}}<br />
{{#lst:{{PAGENAME}}/Data|236D Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*FB Gunflame hits 4 times<br />
*Floats opponent on hit (untechable for 20F)<br />
*Hitstop 7F on hit<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|FB Grand Viper|[[File:GGAC_Sol-EX_623D.png|200x200px]]}}|subtitle=623D|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|623D}}<br />
{{#lst:{{PAGENAME}}/Data|623D Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Number of hits increases when mashing stick.<br />
*1st portion has Low Profile, 3rd portion has some inuln frames<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Overdrives==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FullFrameDataHeader-GGACR}}<br />
|-<br />
{{AttackVersion|name={{Tt|Tyrant Rave ver. Alpha|[[File:GGAC_Sol-EX_632146H.png|200x200px]]}}|subtitle=632146H|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
{{#lst:{{PAGENAME}}/Data|632146H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Sol is Airborne from 1F<br />
*Wallsticks on hit<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Tyrant Rave ver. Alpha|[[File:GGAC_Sol-EX_632146H.png|200x200px]]}}|subtitle=j.632146H|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|j.632146H}}<br />
{{#lst:{{PAGENAME}}/Data|j.632146H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Wallsticks on hit<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Wild Punch|[[File:GGAC_Sol-EX_214214S_1.png|200x200px]]}}|subtitle=214214S|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|214214S}}<br />
{{#lst:{{PAGENAME}}/Data|214214S Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Plays special animation if first part of attack hits<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Savage Fang|[[File:GGAC_Sol-EX_236236P.png|200x200px]]}}|subtitle=236236P|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236236P}}<br />
{{#lst:{{PAGENAME}}/Data|236236P Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Ignores OTG<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Instant Kill==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FullFrameDataHeader-GGACR}}<br />
|-<br />
{{AttackVersion|name={{Tt|Napalm Death|[[File:GGAC_Sol_IK.png|200x200px]]}}|subtitle=During IK Mode: 236236H|rowspan=2}}<br />
{{#lst:{{BASEPAGENAME}}/Data|IK}}<br />
{{#lst:{{BASEPAGENAME}}/Data|IK Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*IK Mode activation: 76F<br />
*Sol is in CH state until landing<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
<br />
* How to score Clean Hits: For Ground Viper, hit with the point of the hilt. For Sidewinder, hit with the end of his arm. For Fafnir, hit with the upper part of the fist. For Bandit Bringer, hit with the end of the blast. Opponents must be airborne. FB Sidewinder will automatically Clean Hit on hit, even on grounded opponents. Hitstop from a Clean Hit is 27F. <br />
* *1: Damage of a Clean Hit Sidewinder is 35 + 25 * (# of Clean Hits)<br />
* *2: Damage of Tyrant Rave is 25 + 30 * (# of Clean Hits) * 3 + 84<br />
* *3: On hit, the opponent gains Tension Gauge and Burst Gauge based on 70% of the damage value.<br />
<br />
==Gatling Table==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+Ground Gatlings<br />
|-<br />
! <br />
! P !! K !! S !! H !! D !! Cancel<br />
|-<br />
! 5P<br />
| <Span style="color:green">5P</span>, 2P, 6P || 5K, 2K || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Sp<br />
|- <br />
! 2P<br />
| 5P, <Span style="color:green">2P</span>, 6P || 5K, 2K || c.S, f.S, 2S || 5H, 2H || 5D, 2D || Sp<br />
|- <br />
! 6P<br />
| - || - || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Sp<br />
|- <br />
! 5K<br />
| 6P || - || c.S, f.S, 2S || 5H, 2H || 5D, 2D || Jump, Sp<br />
|- <br />
! 2K<br />
| 6P || - || c.S, f.S, 2S || 2H || 5D, 2D || Sp<br />
|- <br />
! c.S<br />
| 6P || - || f.S, 2S || 5H, 2H || 5D, 2D || Jump, Sp<br />
|- <br />
! f.S<br />
| - || - || 2S || 5H, 2H || 5D, 2D || Sp<br />
|- <br />
! 2S<br />
| - || - || - || 5H, 2H || 5D, 2D || Sp<br />
|- <br />
! 5H<br />
| - || - || - || 2H || 5D, 2D || Jump, Sp<br />
|- <br />
! 2H<br />
| - || - || - || - || 5D, 2D || Jump, Sp<br />
|- <br />
! 6H<br />
| - || - || - || - || - || Sp<br />
|- <br />
! 5D<br />
| - | || - || - || - || - || homing jump<br />
|- <br />
! 2D<br />
| - || - || - || - || - || Sp<br />
|- <br />
|}<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+Air Gatlings<br />
|-<br />
! <br />
! P !! K !! S !! H !! D !! Cancel<br />
|-<br />
! j.P<br />
| <span style="color:green">j.P</span> || <span style="color:green">j.K</span> || j.S || j.H || - || Sp<br />
|- <br />
! j.K<br />
| j.P || - || j.S || - || j.D || Sp<br />
|- <br />
! j.S<br />
| - || j.K || - || j.H || j.D || Jump, Sp<br />
|- <br />
! j.H<br />
| - || - || - || - || - || Sp<br />
|- <br />
! j.D<br />
| - || - || - || - || - || Jump, Sp<br />
|}<br />
*5D can be only canceled into Homing Jump on ground hit<br />
:'''Black''' = On Hit or Block<br />
:<Span style="color:green">'''Green''' = Available on whiff</Span><br />
: '''Sp''' = Special Attacks and Overdrives (aka: Specials and Supers)<br />
: '''Su''' = Overdrives (aka: Supers)<br />
<br />
==Clean Hit Diagrams==<br />
[http://www.dustloop.com/guides/ggac/data/images/cleanhit/clean_hit_diagrams.html Clean Hit Diagrams]<br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Sol Badguy}}<br />
<br style="clear:both;"/><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name (English/Japanese) !! width="75"|Color<br />
!width="125"|Location !! Common<br>Venues !! Contact !! Status !! Notes !! Example Play<br />
|}<br />
<br />
==={{clr|4|NOTE: These tables are still WIP}}===<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Sol Badguy]]</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGACR/Sol_Badguy/EX&diff=207717GGACR/Sol Badguy/EX2021-04-18T03:33:29Z<p>Johhny: /* Normals */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview=<br />
|voice_actor= Jouji Nakata/Daisuke Ishiwatari<br />
|quote= Give me a break.<br />
|summary= <br />
|pros=<br />
|cons=<br />
|unique_mechanic1_name= Clean Hits<br />
|unique_mechanic1= Some of Sol's moves change properties depending on how they hit the opponent.<br />
Sol's damage output comes from Clean Hits, which involve hitting the opponent at a position specific to the move in question, the opponent, and the opponent's position.<br />
<br />
Three moves deal clean hits: ''Sidewinder'', ''Grand Viper'', and ''Fafnir''. Landing a clean hit with any one of these changes the effects of the move:<br />
*'''Sidewinder''': Doubled untechable time. Damage increases with the number of clean hits per combo.<br />
*'''Grand Viper''': Increased untechable time, leads to a full combo. Launches higher.<br />
*'''Fafnir''': Wallbounces as opposed to regular knockdown. Full conversions anywhere.<br />
<br />
Clean hits are always optimal. They lead to better combo extensions in every instance.<br />
Clean Hit Diagrams can be found here: http://www.dustloop.com/guides/ggac/data/images/cleanhit/clean_hit_diagrams.html<br />
<br />
'''<sup><small>★</small></sup>Note:''' Sol's Sidewinder Loop requires character specific precision. While characters can be grouped into clean hit categories, it is still difficult to perform and every additional Sidewinder attempt is an added risk. Sidewinder Loops are a significant part of what makes Sol strong and failing to capitalize on them is a significant issue.<br />
}}<br />
<br />
==Normal Moves==<br />
Note: Frame data for normals is as follows, x[x] where x is the move normally and [x] is the move in Dragon Install.<br />
===Ground Normals===<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_5P.png|Ora<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
Standard jab and occasional poke, overall a pretty niche tool in Sol's kit. Useful for frame traps, tick throws, etc.<br />
*Better than average startup. Can tag a lot of beefier moves during their startup or cooldown. <br />
*Clutch Anti-air, but lacks the vertical coverage of {{clr|2|5K}}/{{clr|4|2H}}.<br />
*Strong burst bait tool due to its overall low recovery time.<br />
*Whiffs on crouching Millia, Faust, and May. Leads to whiff > throw setups.<br />
<br />
Establishes offense. Gatling into it from {{clr|1|2P}} > {{clr|2|2K}}, if the opponent has been conditioned to block high in reaction to standing animations.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
----<br />
*80% proration (no proration in DI).<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_5K.png|Only '''I''' get to push buttons<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_5K-1-Hitbox.png|1st hit (frames 3-4)<br />
GGXXACPR_Sol_5K-2-Hitbox.png|2nd hit (frames 5-6)<br />
GGXXACPR_Sol_5K-3-Hitbox.png|2nd hit (frames 7-10)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
Privileged 3f normal that does it all: anti-air, abare, punishes, and active enough to catch backdashes on reaction or OS.<br />
*Works as a frame trap tool after Sol does a safe poke.<br />
*Preferred normal to OS with Sol's throw.<br />
*''Note'': a large chunk of the cast can crouch under the second hit, especially when hit or blocked from farther out.<br />
<br />
On air hit, {{clr|2|5K}} is confirmed from with {{clr|4|2H}} or a {{clr|1|j.P}}/{{clr|2|j.K}} into a standard air combo > VV for knockdown. On air CH, {{clr|2|5K}} has enough hitstun to combo to Sidewinder from an IAD {{clr|3|j.S}} or {{clr|5|j.D}} with stricter timing.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_cS.png|Punish and Frame Trap Starter<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
Sol's main punish starter for meterless and non-counter hit combos. Versatile gatlings from all of Sol's lower level buttons, useful mid combo as a confirm/filler/stopping point.<br />
*Recovers quickly enough that {{clr|2|5K}}(1) > {{clr|3|c.S}} lets you confirm a hit or a burst.<br />
*Leans forward during startup, letting Sol move past some hitboxes depending on spacing (e.g. Dead Angles)<br />
<br />
Can lead to Dustloops, Sidewinders, and tk.Bandit Revolvers. Mid-corner combo against airborne opponents, can be jump canceled into a {{clr|5|j.D}} for a high damage Sidewinder or Dustloop. In the corner, you'll usually start your loops with {{clr|3|c.S}} > {{clr|1|6P}}. <br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_fS.png|Go-to spacing tool<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_fS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
Extremely fast for its range, {{clr|3|f.S}} is good for gaining initiative round start or establishing offense in neutral.<br />
*Confirms into {{clr|4|5H}} or FB Fafnir from max range, gaining positional advantage or some moderate poke damage.<br />
*Gatling into {{clr|3|2S}} makes {{clr|3|f.S}} {{clr|3|2S}} pressure very safe and lets Sol make his way in.<br />
*For meter, converts at a decent range leads to {{clr|4|5H}} > Fafnir, can go into Tyrant Rave for some extra damage. <br />
Be careful, Sol extends his hurtbox on the first frame. Due to only being active for one frame, it's easily backdashed, but can be preemptively canceled to {{clr|3|2S}} to make it safer.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_5H.png|Counter Hit > Pain<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_5H-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
Slower, long ranged poke, punish, and combo tool that leads to big damage on counter hit. Difficult to contest.<br />
*Combos into Grand Viper up close or from a long-range counter hit, leading to Sidewinder Loops.<br />
*Confirms into (FB) Fafnir to let Sol get in from midscreen.<br />
*Can frame trap out of {{clr|1|6P}}'s extended cancel window.<br />
<br />
On CH against standing opponents, leads to Instant Air Dash > {{clr|3|j.S}} > stuff > Sidewinder Loop, Confirms into Bandit Bringer against most crouching opponents, though Grand Viper remains the most reliable combo afterward. {{clr|4|5H}} goes into IAD {{clr|1|j.P}} or {{clr|2|j.K}} against airborne opponents, or after a confirm of xx > {{clr|1|6P}} > {{clr|4|5H}} when the {{clr|1|6P}} is landed somewhat close. Just don't get predictable with airdash pressure.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_5D.png|The Great American Unblockable<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
Decent damage combo starter, but awful range, and slow and easily reactable, despite being one of the fastest {{clr|5|5D}}s in the game. Sol's only grounded overhead.<br />
*Leads to significant damage and a knockdown, especially with an Impossible Dust.<br />
*Horrid range, very unsafe, and huge CH state window. Keep meter on hand to cancel it.<br />
*Substantially better in DI due to being safe, and on the cusp of unreactable.<br />
<br />
Don't get predictable. {{clr|5|5D}}'s range is only slightly farther than Wild throw and it is highly telegraphed. <br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Knocks down face up on CH. <br />
*In CH state from Frames 1-30.<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2P.png|Poke<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
Starts pressure, frame traps, tick throws, and can be used to mash out. Strong, safe, all-around short range tool. <br />
*Safe to 95% of reversals when properly meatied.<br />
*Can be OS'd with [{{clr|1|2P}}]~{{clr|2|5K}}/{{clr|3|c.S}}/{{clr|4|2H}} for confirms and baits.<br />
<br />
{{clr|1|2P}} mostly sees its use as an oki tool and pressure starter. It is occasionally used in relaunches, OS'd with {{clr|4|2H}} or {{clr|3|c.S}} to bait bursts.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*80% proration (no proration in DI).<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2K.png|Use in Wild Throw <br/> and empty jump setups<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
Sol's fastest and main low poke. Also useful for faster tick throws or frame traps.<br />
*Tags people standing or attempting to fuzzy jump.<br />
*Gatlings into {{clr|4|2H}} for a Grand Viper conversion.<br />
*Frame traps into {{clr|1|6P}} or a late {{clr|3|c.S}}/{{clr|3|f.S}}. Strong natural frame trap in {{clr|2|2K}} > {{clr|3|2S}}.<br />
<br />
Fairly standard low poke tool, but active enough to serve as a safe meaty. Can still net 200 damage off of this by converting to {{clr|5|2D}} > FB Fafnir.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*70% proration (no proration in DI).<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2S.png|Save your strings<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2S-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|}<br />
==== ====<br />
Decent range, fairly active, very disjointed, low recovery time, and +3 on block make this an excellent blockstring ender, neutral button, and baiting tool. <br />
*Strong low reaching poke due to hitbox/hurtbox ratio.<br />
*Links into P and K normals and {{clr|3|c.S}} on late hits.<br />
*'''OS''': {{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|2K}} > {{clr|3|2S}} is a natural frame trap on block, will combo on hit. Also works if delayed from {{clr|2|5K}}.<br />
<br />
Discourages button pushing when properly spaced. Timing {{clr|3|2S}} ambiguously on oki especially is very tricky to defend against and can give you information on the opponent's mindset.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}'' <br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2H.png|(Re)launch all day<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2H1-Hitbox.png|(frames 8-9)<br />
GGXXACPR_Sol_2H2-Hitbox.png|(frames 10-11)<br />
GGXXACPR_Sol_2H3-Hitbox.png|(frames 12-13)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
High reaching upwards swing which gives you a day and a half to confirm on counter hit. Sol's main relaunch tool.<br />
*Beats many moves and scores CH due to the strong hitbox. Trades in Sol's favor most of the time. Burst safe if followed with BB or jump cancelled on CH.<br />
*Fast enough to combo off of level 1 buttons.<br />
*Special cancel window extends into its ''recovery frames''.<br />
*Can be OS'd with {{clr|1|5P}}/{{clr|1|2P}} to bait bursts mid combo. <br />
<br />
Works as a slower but stronger Anti Air than {{clr|2|5K}}, and late frame trap tool. Can be a nightmarish meaty if they feel like rolling the dice.<br />
:On counter hit, a Bandit Bringer will convert, and will whiff and recover if they burst. {{clr|4|2H}} is strong, but don't whiff it.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}''<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Knocks down face down on CH.<br />
*Floats on CH (untechable for 60F) (DI version doesn't float). <br />
*90% proration.<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2D.png|Get down, make love<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
Amazing: mid-ranged, low profile sweep which can go under 80% of moves in the game, even during pressure. Your best friend.<br />
*Can go under bursts, Stun Edges, Johnny ranged pokes, ''other sweeps'', etc. Will even score counter hits against some jump-ins.<br />
*Special cancel window extends into its ''recovery frames''.<br />
*Free combo on counter hit.<br />
*Near-corner conversions into FB Fafnir when too far for regular meterless juggles to work.<br />
*Can combo to Clean Hit Grand Viper on normal hit against Jam, Bridget, Millia, and Kliff. <br />
**Further applies to May and Baiken near the corner, or if 3 or more hits precedes the {{clr|5|2D}}.<br />
<br />
Leads into Bandit Revolver RC for a conversion. CH leads to Gun-Flame > FRC, mashless Grand Viper, or Gun-Flame > FB Fafnir to Sidewinder Loop. Also does a strong, unburstable kill combo by going straight into Tyrant Rave ver.Beta.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Knocks down face down.<br />
*Frames 4-23 [3-15] low stance.<br />
*90% Proration.<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_6P.png|Bullying 101<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Prime corner combo launcher and counter hit fishing button, {{clr|1|6P}} beats out many poke attempts and confirms from nearly anywhere on counterhit.<br />
*Mid level hitting gut punch which beats many standing buttons. Blows back on hit. Major frame trap button with many gatling options.<br />
*Can be cancelled at '''any''' point during its recovery.<br />
*Clutch Anti Air.<br />
<br />
Vital in frame traps but loses to many lows and low profile moves, pay attention to your spacing and timing. Despite this, with the rewards, you should expect to be using this move a lot.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Knocks down face up, face down after wallbounce. <br />
*Frames 1-8 [1-4], Frames 14-21 [8-11] upper body invincibility. <br />
*Frames 9-13 [5-7] above the knees invincibility. <br />
*Wall bounces on hit (untechable for 30 frames).<br />
*90% proration (no proration in DI).<br />
</div><br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_6H.png|Exercise judgement unless you want to get dizzied<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_6H-Hitbox.png|First hit (Frame 13)<br />
GGXXACPR_Sol_6H-2-Hitbox.png|First hit (Frame 14)<br />
GGXXACPR_Sol_6H-3-Hitbox.png|First hit (Frame 15)<br />
GGXXACPR_Sol_6H-4-Hitbox.png|First hit (Frame 16)<br />
GGXXACPR_Sol_6H-5-Hitbox.png|First hit (Frame 17)<br />
GGXXACPR_Sol_6H-6-Hitbox.png|Second hit (Frame 18)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
|}<br />
==== ====<br />
Occasional ranged button, High-risk high-reward (on CH) Anti-Air. Not particularly strong by itself.<br />
*Decent stun and damage, but ends your combo without meter.<br />
*Cancel window lasts until the end of recovery for late frame traps.<br />
*Can be used in Dragon Install for higher Dizzy damage combos.<br />
*Pushes Sol's hurtbox pretty far forward, CH state for the whole move.<br />
*Has a difficult confirm into Grand Viper if it counters on the first hit.<br />
<br />
{{clr|4|6H}} will get counter hit very easily if used poorly. It is more difficult to contest in the air though, so air CH confirms lead to Bandit Bringer. Be very cautious about using this move.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Dizzy modifier x1.5. <br />
*In CH state for entire duration.<br />
</div><br />
</div><br />
</div><br />
<br />
===Air Normals===<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jP.png|Mash<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jP1-Hitbox.png|(Frames 5-7)<br />
GGXXACPR_Sol_jP2-Hitbox.png|(Frames 8-12)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
Fast, general use air normal with a very active hitbox, and which shrinks Sol's hurtbox, letting it beat a lot of moves. One of Sol's best.<br />
*Good for airdash pressure due to its gatling options. Staggered self cancels can be used to bait bursts.<br />
*Can let Sol sneak past some Anti Airs due to the hurtbox change.<br />
*Easy, if scaled, confirms off of things like Gunflame.<br />
*Leads to Burst safe, character specific Sidewinder Setups.<br />
<br />
The Hurtbox shrinkage can let you do lower airdash crossup setups. Vital in Sol's difficult HJIAD combos. Deceptively excellent.<br />
<br />
''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jK.png|Break a leg<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jK-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
Mainly horizontal. Useful for covering air backdashes or air-to-air out of a backwards jump. Better defensively than offensively.<br />
*Mostly for filler in SW loops, especially when scaling is too high for {{clr|3|j.S}}/H/D to connect.<br />
*Occasionally useful in airdash pressure. Be careful as it will whiff on some crouchers.<br />
<br />
Useful {{clr|1|j.P}} or {{clr|3|j.S}}. Works sparingly if intentionally whiffed mid-string into land > grab, or late after a {{clr|1|j.P}} to catch them trying to hit buttons. Try not to whiff it.<br />
<br />
''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jS.png|Your premium safejump tool<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
Main safe jump tool. Passable jump-in<br />
*Primary combo tool for Sidewinder Loops<br />
*Occasionally works as a crossup out of a backwards airdash.<br />
*Leads to, and works as a fuzzy guard tool, converts against non-short characters with meter to RC.<br />
<br />
Don't get {{clr|1|6P}}'d. Landed as a crossup, converts into land > c/{{clr|3|f.S}} > {{clr|4|5H}} > Fafnir. Try cancelling into an RC'd VV while airborne to go for something tricky, like VV RC airdash {{clr|3|j.S}}.<br />
<br />
''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jH.png|Stone Cold Crazy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jH-1-Hitbox.png|Frames 9-14<br />
GGXXACPR_Sol_jH-2-Hitbox.png|Frames 15-18<br />
GGXXACPR_Sol_jH-3-Hitbox.png|Frames 19-22<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
0 Recovery frames. Weird hurtbox. Lingers for forever. Pseudo-God Normal.<br />
*The shrunken hurtbox can make this outright impossible to Anti-Air with some moves.<br />
*Links into ''any'' jumping normal on hit.<br />
*Hit meaty and high enough off the ground, Sol can airdash immediately afterwards for an airdash mixup.<br />
<br />
Very difficult to contest in any regular fashion. Useful in Sidewinder conversions. The recovery makes opponents tear out their hair. One of Sol's most used air options.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Untechable on air hit for 17F (doesn't apply to DI version).<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jD.png|''Trust in the Dust''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jD-1-Hitbox.png|Frames 9-11<br />
GGXXACPR_Sol_jD-2-Hitbox.png|Frames 12-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
Large, damaging move with abnormally high untechable time that loops into itself, for the titular '''DUSTLOOP'''. <br />
*Launches on hit, useful in airdash and corner combos, can convert into delayed Sidewinders for optimal damage.<br />
*Fullscreen conversions on counter hit due to wallbounce.<br />
*Can lead to a fuzzy guard setup (too or from), can be the fuzzy guard attack against Potemkin, Eddie, Johnny, Anji, and Justice.<br />
<br />
Partially responsible for Sol's obscene damage output. Works with 5 in a row in one combo with a 3-hit prior starter. Teyah them to death.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Blowback on normal hit (untechable for 27F).<br />
*Wall bounces on CH (untechable for 54F).<br />
*Additional 5F landing recovery.<br />
*90% proration.<br />
</div><br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
===<big>Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_throw.png|Rushing Headlong<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
Average throw. Unspectacular unless done in the corner. Should be OS'd with {{clr|2|5K}}, or sometimes {{clr|3|c.S}}.<br />
*Only knocks down 25% of the cast by itself. Leads to free conversions in the corner against the other 75% with {{clr|2|5K}}.<br />
**Bandit Revolver loop leads to 15-20% damage, more meter, and knockdown.<br />
**Sidewinder Loop does similar damage with [{{clr|2|5K}} > {{clr|1|j.P}} > {{clr|2|j.K}}/S] or [{{clr|2|5K}} > {{clr|1|6P}} > {{clr|4|2H}} > {{clr|3|j.S}}/D] > SW.</br><br />
<br />
Compared to Wild Throw, it's faster, safer (when OS'd), and is a reversal, but doesn't have WT's conversions or knockdown.<br />
<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Knocks down face down (character specific).<br />
*Floats on hit.<br />
*50% forced proration.<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_airThrow.png|So I got my handgun, and I blew 'em away<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
A decent air throw that knocks down. Can convert in the corner, or with meter.<br />
*Doesn't lock the opponent's burst, but is absolutely burst safe unless done right off the ground.<br />
*Converts in the corner to {{clr|2|5K}} > BR/SW Loop/whatever, or ({{clr|3|f.S}}) > FB Fafnir from midscreen or near the corner for a knockdown and some decent damage.<br />
<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Knocks down face up.<br />
*Floats on hit (untechable for 60F).<br />
*Dizzy modifier x1.5.<br />
*50% forced proration.<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>Dead Angle Attack</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_6P.png|Piss Off!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
Average, unsafe guard reversal. Overall subpar compared to Sol's other defensive options.<br />
*Uses {{clr|1|6P}} animation, so it can still be low profiled.<br />
*Can convert in the corner on counter hit or if hit on the last active frame.<br />
*Loses to very low profile moves: Grand Viper, Stroke the Big Tree, etc.<br />
<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Knocks down face up.<br />
*Frames 1-13 invincible.<br />
*Frames 14-33 invincible to throws.<br />
*Frames 14-23 upper body invincibility.<br />
*Wall bounces on hit (untechable on ground hit for 28F).<br />
*50% proration.<br />
</div><br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Gun Flame</big>===<br />
<span class="input-badge">'''{{clr|3|623S}}/{{clr|4|H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol-EX_236X.png|<br />
GGAC_Sol-EX_j.236X.png|The Missing Link<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground S}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
|-<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|-<br />
{{AttackVersion|name=Air S}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
|-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Volcanic Viper</big>===<br />
<span class="input-badge">'''{{clr|3|623S}}/{{clr|4|H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_623S.png|Mom says its my turn to do oki<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_623S-1-Hitbox.png|S: 1st hit (Frames 7-9)</br>H: 1st hit (Frames 5-6)<br />
GGXXACPR_Sol_j623S-1-Hitbox.png|j.S/H: 1st hit (Frames 5-6)<br />
GGXXACPR_Sol_623S-2-Hitbox.png|S: 2nd hit (Frames 13-23)</br>j.S: 2nd hit (Frames 10-18)</br>H/j.H: 2nd hit (Frames 10-27)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground Normal {{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|623S}}<br />
|-<br />
{{AttackVersion|name=Aerial Normal {{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.623S}}<br />
|-<br />
{{AttackVersion|name=Ground Normal {{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|-<br />
{{AttackVersion|name=Aerial Normal {{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H}}<br />
|}<br />
==== ====<br />
Godly DP with a massive hitbox. The greatest. Ever.<br />
<br />
'''Ground {{clr|3|S}}:''' Lower to the ground version.<br />
*Can be canceled into the followup kick on whiff to mix up Sol's recovery timing. Converts to knockdown about 95% of the time.<br />
*Leads to a full conversion if the first hit is RC'd, or if the 2nd part counter hits.<br />
*Tied for the ''slowest'' version of the move at 7F, but with some of the most invulnerability.<br />
*''Note - all grounded versions:'' must be ''jump installed'' in order to airdash or double jump on RC.<br />
<br />
Breaks through even the smallest gaps. Using the knockdown kick sets up oki, but on whiff/block, the followup puts you in CH state. Commands respect in order to be completely baited.<br />
----<br />
'''Air {{clr|3|S}}:''' Easy air combo ender. Has the most leniency into combo'ing into the followup kick of any air VV.<br />
*Also works as an air reversal, but is air blockable without FD, and is only strike invuln.<br />
*Completely cuts Sol's air momentum when you RC the first hit, leading to airdash mixups or continued strings on block.<br />
**This RC will make Sol fall straight down. You can TK this move and RC it immediately, and with some very tight timing, you can tag an opponent with a quick overhead before you hit the ground...<br />
*Can convert to longer combos if the first hit is RC'd.<br />
----<br />
'''Ground {{clr|4|H}}:''' Massive DP version. Big Anti-Air callout, unrivaled in combined speed and vertical reach. Eats up the sky.<br />
*Slightly faster and more damage than the S version.<br />
*Similarly converts if the 1st hit is RC'd or the 2nd part counter hits.<br />
*Can be difficult to punish if done with running momentum: some characters lack the means to reach Sol without meter.<br />
*Leniency to the followup is slightly more difficult, and must be delayed a bit.<br />
----<br />
'''Air {{clr|4|H}}:''' Situational air knockdown tool with slight more damage. Higher reaching aerial VV, but not as high as the grounded version.<br />
*Also air blockable without FD.<br />
*Lacks the same leniency to the followup as the ground H version.<br />
*Similarly to {{clr|3|j.S}}VV, cuts air momentum when RC'd on the first hit.<br />
----<br />
'''DI Ground {{clr|3|S}}:''' Weaker version of VV, but has some altered utility.<br />
*Similarly strong hitbox, but cannot cancel into knockdown.<br />
*Same speed as regular {{clr|3|S}}VV, but slightly less damage overall.<br />
*All three hits ''must'' be FD'd if airborne.<br />
*Overall not the strongest version, but usable. <br />
----<br />
'''DI Ground {{clr|4|H}}:''' The hype machine. One of the meanest moves in the game.<br />
*Absolutely massive wall of hitbox. Reaches to the top of the screen.<br />
*Does double dizzy damage (1st hit), takes a buttload of health, and can still convert to knockdown.<br />
*The 1st hit does '''60 damage and GB -1''': one of the single strongest combo starters in the game on RC.<br />
----<br />
'''DI Air:''' Similarly weaker version as DI-{{clr|3|S}}VV, but the first hit is air unblockable.<br />
*Doesn't cancel to knockdown.<br />
*First hit being air unblockable can win you air-to-air wars.<br />
*Fully invincible compared to normal air VVs being only strike invincible.<br />
<br />
Will work if they don't FD while air poking in blockstrings, but otherwise you should use with meter if you want to convert.<br />
</div><br />
</div><br />
<br />
===<big>Sidewinder</big>===<br />
<span class="input-badge">'''Volcanic Viper -> {{clr|4|214H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_j236H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_j236H-1-Hitbox.png|Frames 9-10<br />
GGXXACPR_Sol_j236H-2-Hitbox.png|Frames 11-12<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Grand/Ground Viper</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} -> Mash Buttons + Directions'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_214S.png|Now the loudest move,<br> for the loudest game<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_214S-1-Hitbox.png|Hits 1-7 (Frames 17-41)<br />
GGXXACPR_Sol_214S-2-Hitbox.png|Last hit (Frames 62-64)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
|}<br />
==== ====<br />
Fast, instant low profile travel attack. The ultimate callout, likeliest move in the game to blow out your speakers. <br />
*Extremely low profile on frame 1: goes under more than 75% of moves in the game.<br />
*Leads into ridiculous damage on Clean Hit from anywhere on stage.<br />
*Number of hits changes depending on how many directions/buttons are pressed during the move.<br />
*Horribly unsafe on block/whiff. Cannot be RC'd if the current hit did not make contact.<br />
*Can go under bursts, which can score a powerful reset in the corner, but can be suicide midscreen.<br />
*To use multiple hits, alternate between forward and back while mashing buttons<br />
*Alternatively, you could alternate between down back and down forward, or up back and up forward<br />
*[http://www.youtube.com/watch?v=B-N6XKcyKcA&hd=1 ''For a detailed look at this move, see this tutorial video'']<br />
<br />
Strong tool which requires finesse and recognition to use properly. Can go under things mid-pressure and lead to very damaging conversions. Has some of its best conversions near the corner, and can work midscreen with little/no mashing based on the opponent's character. Don't miss.<br />
</div><br />
</div><br />
<br />
===<big>Bandit Revolver</big>===<br />
<span class="input-badge">'''{{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol-EX_214K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Flame Dipper</big>===<br />
<span class="input-badge">'''{{clr|2|236K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol-EX_236K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236K }}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Wild Throw</big> (Bukkirabou ni Nageru)===<br />
<span class="input-badge">'''{{clr|2|623K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_623K.png|The bane of blocking<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623K}}<br />
|}<br />
==== ====<br />
Great command grab with average command throw range but great startup. Sol's main mixup tool. <br />
*Full, damaging conversions from anywhere on stage.<br />
*Has burst safe setups with FB Sidewinder, with free easy resets if they take the bait.<br />
*Also has character specific, meterless burst safe setups.<br />
*Only in CH state for a short segment of its recovery.<br />
<br />
Makes people wince when it lands. Meterless conversions can do 25%-55% damage. Usually followed with dash ({{clr|4|2H}}) > {{clr|5|j.D}} > SW loop. </br><br />
*Some meterless burst safe followups include:<br />
**IAD {{clr|3|j.S}} > Sidewinder > (empty jump) SW loop<br />
**{{clr|4|2H}} > late {{clr|4|j.H}}/Burst Throw OS<br />
**late {{clr|4|j.H}}/block OS > SW loop<br />
</div><br />
</div><br />
<br />
==Force Breaks==<br />
===<big>Fafnir</big>===<br />
<span class="input-badge">'''{{clr|5|63214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_41236D.png|HAVE A SEAT<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_41236D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|63214D}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Tyrant Rave</big>===<br />
<span class="input-badge">'''Fafnir -> {{clr|5|64D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_46D.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|63214D 46D}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Gunflame: Charge</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol-EX_236D.png|A Deal You Can't Refuse<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Grand Viper</big>===<br />
<span class="input-badge">'''{{clr|5|623D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol-EX_623D.png|A Deal You Can't Refuse<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623D}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Tyrant Rave ver. Alpha</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol-EX_632146H.png|Ride the Fire<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Grounded}}<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
|-<br />
{{AttackVersion|name=Aerial}}<br />
{{#lst:{{PAGENAME}}/Data|j.632146H}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Wild Punch</big>===<br />
<span class="input-badge">'''{{clr|3|214214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol-EX_214214S_1.png|<br />
GGAC_Sol-EX_214214S_2.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214214S}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Savage Fang</big>===<br />
<span class="input-badge">'''{{clr|1|236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol-EX_236236P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236236P}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
==Instant Kill==<br />
===<big>Napalm Death</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_IK.png|[https://www.youtube.com/watch?v=ybGOT4d2Hs8 You Suffer, But Why?]<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK }}<br />
|}<br />
==== ====<br />
Bottom 5 IK. Goodbye, Meter.<br />
*Short range and horribly unsafe. Whiffs on the entire cast crouching.<br />
*Will whiff against several characters ''in their stun animations'' (Sol, Axl, Jam, Kliff, Baiken, Zappa, Dizzy, HOS). Very rarely worth it.<br />
*Useful against ABA and Chipp, otherwise rarely used due to the aforementioned, and Sol's general lack of stun setups.<br />
</div><br />
</div><br />
<br />
==[[GGACR/Frame Data|System Data]]==<br />
<table class="wikitable"><br />
{{#lst:{{BASEPAGENAME}}/Data|system data}}<br />
</table><br />
<br style="clear:both;"/><br />
<br />
==Normals==<br />
<br />
* Data in [ ] refers to Sol in Dragon Install. DI is short for Dragon Install. <br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FullFrameDataHeader-GGACR}}<br />
|-<br />
{{AttackVersion|name={{Tt|5P |[[File:GGAC_Sol_5P.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
{{#lst:{{PAGENAME}}/Data|5P Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Initial prorate 80%<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|5K |[[File:GGAC_Sol_5K.png|200x200px]]}}|subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
{{#lst:{{PAGENAME}}/Data|5K Extra}}<br />
|-<br />
{{AttackVersion|name={{Tt|c.S |[[File:GGAC_Sol_cS.png|200x200px]]}}|subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
{{#lst:{{PAGENAME}}/Data|c.S Extra}} <br />
|-<br />
{{AttackVersion|name={{Tt|f.S |[[File:GGAC_Sol_fS.png|200x200px]]}}|subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
{{#lst:{{PAGENAME}}/Data|f.S Extra}}<br />
|-<br />
{{AttackVersion|name={{Tt|5H |[[File:GGAC_Sol_5H.png|200x200px]]}}|subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{#lst:{{PAGENAME}}/Data|5H Extra}} <br />
|-<br />
{{AttackVersion|name={{Tt|6P |[[File:GGAC_Sol_6P.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
{{#lst:{{PAGENAME}}/Data|6P Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Staggers opponent (Max 35F)<br />
*Initial prorate 90%<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|6H |[[File:GGAC_Sol_6H.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
{{#lst:{{PAGENAME}}/Data|6H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Dizzy modifier x1.5<br />
*Sol is in CH state during move<br />
*Staggers oppinent (Max 35F)<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|5D |[[File:GGAC_Sol_5D.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
{{#lst:{{PAGENAME}}/Data|5D Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Sol is in CH state 1~30F <br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|2P |[[File:GGAC_Sol_2P.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
{{#lst:{{PAGENAME}}/Data|2P Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Initial prorate 80%<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|2K |[[File:GGAC_Sol_2K.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
{{#lst:{{PAGENAME}}/Data|2K Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Initial prorate 70%<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|2S |[[File:GGAC_Sol_2S.png|200x200px]]}}|subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
{{#lst:{{PAGENAME}}/Data|2S Extra}}<br />
|-<br />
{{AttackVersion|name={{Tt|2H |[[File:GGAC_Sol_2H.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{#lst:{{PAGENAME}}/Data|2H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on CH (untechable for 60F)<br />
*Initial prorate 90%<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|2D |[[File:GGAC_Sol_2D.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
{{#lst:{{PAGENAME}}/Data|2D Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Initial prorate 90%<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|j.P |[[File:GGAC_Sol_jP.png|200x200px]]}}|subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
{{#lst:{{PAGENAME}}/Data|j.P Extra}}<br />
|-<br />
{{AttackVersion|name={{Tt|j.K |[[File:GGAC_Sol_jK.png|200x200px]]}}|subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
{{#lst:{{PAGENAME}}/Data|j.K Extra}}<br />
|-<br />
{{AttackVersion|name={{Tt|j.S |[[File:GGAC_Sol_jS.png|200x200px]]}}|subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{#lst:{{PAGENAME}}/Data|j.S Extra}}<br />
|-<br />
{{AttackVersion|name={{Tt|j.H |[[File:GGAC_Sol_jH.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{#lst:{{PAGENAME}}/Data|j.H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Untechable for 17F<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|j.D |[[File:GGAC_Sol_jD.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{BASEPAGENAME}}/Data|j.D}}<br />
{{#lst:{{BASEPAGENAME}}/Data|j.D Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Wall bounces opponent on normal hit (untechable for 54F)<br />
*Initial prorate 90%<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Universal Mechanics==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FullFrameDataHeader-GGACR}}<br />
|-<br />
{{AttackVersion|name={{Tt|Throw |[[File:GGAC_Sol_throw.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on hit<br />
*Forced prorate 50%<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Air Throw |[[File:GGAC_Sol_airThrow.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
{{#lst:{{PAGENAME}}/Data|Air Throw Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on hit (untechable for 60F)<br />
*Dizzy modifier x1.5<br />
*Forced prorate 50%<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|[[GGACR/Defense#Dead Angle Attack|DAA]]|[[File:GGAC_Sol_6P.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
{{#lst:{{PAGENAME}}/Data|DAA Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Wall bounces opponent on hit (untechable on ground hit for 28F)<br />
*Initial prorate 50%<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Specials==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FullFrameDataHeader-GGACR}}<br />
|-<br />
{{AttackVersion|name={{Tt|S Gun Flame|[[File:GGAC_Sol-EX_236X.png|200x200px]]}}|subtitle=236S|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{#lst:{{PAGENAME}}/Data|236S Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on hit (untechable for 28F)<br />
*Sol is in CH state till during move<br />
*Hitstop 13F on normal hit<br />
*FRC timing 15~16F<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|H Gun Flame|[[File:GGAC_Sol-EX_236X.png|200x200px]]}}|subtitle=236H|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{#lst:{{PAGENAME}}/Data|236H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on hit (untechable for 28F)<br />
*Sol is in CH state till during move<br />
*Hitstop 13F on normal hit<br />
*FRC timing 20~21F<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|S Arial Gun Flame|[[File:GGAC_Sol-EX_j.236X.png|200x200px]]}}|subtitle=j.236S|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on hit (untechable for 28F)<br />
*Sol is in CH state till during move<br />
*Hitstop 13F on normal hit<br />
*FRC timing 25~26F<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|H Aerial Gun Flame|[[File:GGAC_Sol-EX_j.236X.png|200x200px]]}}|subtitle=j.236H|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on hit (untechable for 28F)<br />
*Sol is in CH state till during move<br />
*Hitstop 13F on normal hit<br />
*FRC timing 25~26F<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|S Volcanic Viper|[[File:GGAC_Sol_623S.png|200x200px]]}}|subtitle=623S|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|623S}}<br />
{{#lst:{{PAGENAME}}/Data|623S Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Sol is airborne from 10F onwards<br />
*Floats opponent on hit (1st hit untechable on ground hit for 28F, 2nd hit untechable for 26F)<br />
*Can cancel into Sidewinder from 24~40F<br />
*Sol is in crouching state during landing recovery<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|H Volcanic Viper|[[File:GGAC_Sol_623S.png|200x200px]]}}|subtitle=623H|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
{{#lst:{{PAGENAME}}/Data|623H Extra}}<br />
|-<br />
{{Description|12|text= <br />
{{ColumnList |text=<br />
*Sol is airborne from 7F onwards<br />
*Floats oppoent on hit (1st hit untechable on ground hit for 28F, 2nd/3rd hit untechable for 36F)<br />
*Can cancel into Sidewinder from 28~44F<br />
*Sol is in crouching state during landing recovery<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Air S Volcanic Viper|[[File:GGAC_Sol_623S.png|200x200px]]}}|subtitle=j.623S|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|j.623S}}<br />
{{#lst:{{PAGENAME}}/Data|j.623S Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on hit (1st hit untechable for 36F, 2nd hit for 27F)<br />
*Can cancel into Sidewinder from 19~35F<br />
*Sol is in crouching state during landing recovery<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Air H Volcanic Viper|[[File:GGAC_Sol_623S.png|200x200px]]}}|subtitle=j.623H|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on hit (1st hit untechable for 38F, 2nd hit for 36F)<br />
*Can cancel into Sidewinder from 32~44F<br />
*Sol is in crouching state during landing recovery<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Sidewinder|[[File:GGAC_Sol_j236H.png|200x200px]]}}|subtitle=j.214H|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Wall bounces opponent on hit (Clean Hit untechable for 56F)<br />
*Sol is in CH state during recovery<br />
*Dizzy modifier x0.5<br />
*Forced prorate 70%<br />
*Sol is in crouching state during landing recovery<br />
*See notes *3<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Grand Viper|[[File:GGAC_Sol_214S.png|200x200px]]}}|subtitle=214S|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{#lst:{{PAGENAME}}/Data|214S Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*1st-6th hits of the advancing part are untechable for 26F<br />
*Hitstun on standing opponent 24F<br />
*Hitstop 6F<br />
*Dizzy modifier x0.25<br />
*Initial prorate 80%<br />
*7th hit of the advancing part floats opponent on hit (untechable for 28F)<br />
*Histop 6F<br />
*Final hit (the uppercut) floats opponent on hit (untechable for 42F, on Clean Hit for 64F)<br />
*Listed frame data is for a Ground Viper that does the maximum number of hits<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Flame Dipper|[[File:GGAC_Sol-EX_236K.png|200x200px]]}}|subtitle=236K|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236K}}<br />
{{#lst:{{PAGENAME}}/Data|236K Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*2nd hit knocks down opponent<br />
*Low Profile<br />
*FRC timing 21F~22F<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Bandit Revolver|[[File:GGAC_Sol-EX_214K.png|200x200px]]}}|subtitle=214K|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
{{#lst:{{PAGENAME}}/Data|214K Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Sol is airborne from 7F~36F<br />
*Ground slides opponent on hit (can follow-up 9F after animation ends)<br />
*Sol is in crouching state during recovery<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Wild Throw/Bukkirabou ni Nageru|[[File:GGAC_Sol_623K.png|200x200px]]}}|subtitle=623K|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|623K}}<br />
{{#lst:{{PAGENAME}}/Data|623K Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Sol is in CH state 1~14F<br />
*Whiff animation is 35F<br />
*Forced prorate 55%<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Force Breaks==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FullFrameDataHeader-GGACR}}<br />
|-<br />
{{AttackVersion|name={{Tt|Fafnir|[[File:GGAC_Sol_41236D.png|200x200px]]}}|subtitle=63214D|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|63214D}}<br />
{{#lst:{{PAGENAME}}/Data|63214D Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Knocks down opponent on hit (untechable for 40F)<br />
*Wall bounces opponent on Clean Hit and counter hit (untechable for 80F)<br />
*Blockstun 26F<br />
*Forced prorate 70%<br />
*Attack Level 6<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Tyrant Rave|[[File:GGAC_Sol_46D.png|200x200px]]}}|subtitle=Fafnir > 64D|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|63214D 46D}}<br />
{{#lst:{{PAGENAME}}/Data|63214D 46D Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Disables opponent's Burst on hit<br />
*Dizzy modifier x0<br />
*Chip damage x2<br />
*1st~3rd hits have initial prorate 80%<br />
*2nd~4th hits can pass through projectiles<br />
*Wall bounces opponent (untechable 40F)<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|FB Gun Flame|[[File:GGAC_Sol-EX_236D.png|200x200px]]}}|subtitle=236D|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236D}}<br />
{{#lst:{{PAGENAME}}/Data|236D Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*FB Gunflame hits 4 times<br />
*Floats opponent on hit (untechable for 20F)<br />
*Hitstop 7F on hit<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|FB Grand Viper|[[File:GGAC_Sol-EX_623D.png|200x200px]]}}|subtitle=623D|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|623D}}<br />
{{#lst:{{PAGENAME}}/Data|623D Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Number of hits increases when mashing stick.<br />
*1st portion has Low Profile, 3rd portion has some inuln frames<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Overdrives==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FullFrameDataHeader-GGACR}}<br />
|-<br />
{{AttackVersion|name={{Tt|Tyrant Rave ver. Alpha|[[File:GGAC_Sol-EX_632146H.png|200x200px]]}}|subtitle=632146H|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
{{#lst:{{PAGENAME}}/Data|632146H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Sol is Airborne from 1F<br />
*Wallsticks on hit<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Tyrant Rave ver. Alpha|[[File:GGAC_Sol-EX_632146H.png|200x200px]]}}|subtitle=j.632146H|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|j.632146H}}<br />
{{#lst:{{PAGENAME}}/Data|j.632146H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Wallsticks on hit<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Wild Punch|[[File:GGAC_Sol-EX_214214S_1.png|200x200px]]}}|subtitle=214214S|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|214214S}}<br />
{{#lst:{{PAGENAME}}/Data|214214S Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Plays special animation if first part of attack hits<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Savage Fang|[[File:GGAC_Sol-EX_236236P.png|200x200px]]}}|subtitle=236236P|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236236P}}<br />
{{#lst:{{PAGENAME}}/Data|236236P Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Ignores OTG<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Instant Kill==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FullFrameDataHeader-GGACR}}<br />
|-<br />
{{AttackVersion|name={{Tt|Napalm Death|[[File:GGAC_Sol_IK.png|200x200px]]}}|subtitle=During IK Mode: 236236H|rowspan=2}}<br />
{{#lst:{{BASEPAGENAME}}/Data|IK}}<br />
{{#lst:{{BASEPAGENAME}}/Data|IK Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*IK Mode activation: 76F<br />
*Sol is in CH state until landing<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
<br />
* How to score Clean Hits: For Ground Viper, hit with the point of the hilt. For Sidewinder, hit with the end of his arm. For Fafnir, hit with the upper part of the fist. For Bandit Bringer, hit with the end of the blast. Opponents must be airborne. FB Sidewinder will automatically Clean Hit on hit, even on grounded opponents. Hitstop from a Clean Hit is 27F. <br />
* *1: Damage of a Clean Hit Sidewinder is 35 + 25 * (# of Clean Hits)<br />
* *2: Damage of Tyrant Rave is 25 + 30 * (# of Clean Hits) * 3 + 84<br />
* *3: On hit, the opponent gains Tension Gauge and Burst Gauge based on 70% of the damage value.<br />
<br />
==Gatling Table==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+Ground Gatlings<br />
|-<br />
! <br />
! P !! K !! S !! H !! D !! Cancel<br />
|-<br />
! 5P<br />
| <Span style="color:green">5P</span>, 2P, 6P || 5K, 2K || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Sp<br />
|- <br />
! 2P<br />
| 5P, <Span style="color:green">2P</span>, 6P || 5K, 2K || c.S, f.S, 2S || 5H, 2H || 5D, 2D || Sp<br />
|- <br />
! 6P<br />
| - || - || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Sp<br />
|- <br />
! 5K<br />
| 6P || - || c.S, f.S, 2S || 5H, 2H || 5D, 2D || Jump, Sp<br />
|- <br />
! 2K<br />
| 6P || - || c.S, f.S, 2S || 2H || 5D, 2D || Sp<br />
|- <br />
! c.S<br />
| 6P || - || f.S, 2S || 5H, 2H || 5D, 2D || Jump, Sp<br />
|- <br />
! f.S<br />
| - || - || 2S || 5H, 2H || 5D, 2D || Sp<br />
|- <br />
! 2S<br />
| - || - || - || 5H, 2H || 5D, 2D || Sp<br />
|- <br />
! 5H<br />
| - || - || - || 2H || 5D, 2D || Jump, Sp<br />
|- <br />
! 2H<br />
| - || - || - || - || 5D, 2D || Jump, Sp<br />
|- <br />
! 6H<br />
| - || - || - || - || - || Sp<br />
|- <br />
! 5D<br />
| - | || - || - || - || - || homing jump<br />
|- <br />
! 2D<br />
| - || - || - || - || - || Sp<br />
|- <br />
|}<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+Air Gatlings<br />
|-<br />
! <br />
! P !! K !! S !! H !! D !! Cancel<br />
|-<br />
! j.P<br />
| <span style="color:green">j.P</span> || <span style="color:green">j.K</span> || j.S || j.H || - || Sp<br />
|- <br />
! j.K<br />
| j.P || - || j.S || - || j.D || Sp<br />
|- <br />
! j.S<br />
| - || j.K || - || j.H || j.D || Jump, Sp<br />
|- <br />
! j.H<br />
| - || - || - || - || - || Sp<br />
|- <br />
! j.D<br />
| - || - || - || - || - || Jump, Sp<br />
|}<br />
*5D can be only canceled into Homing Jump on ground hit<br />
:'''Black''' = On Hit or Block<br />
:<Span style="color:green">'''Green''' = Available on whiff</Span><br />
: '''Sp''' = Special Attacks and Overdrives (aka: Specials and Supers)<br />
: '''Su''' = Overdrives (aka: Supers)<br />
<br />
==Clean Hit Diagrams==<br />
[http://www.dustloop.com/guides/ggac/data/images/cleanhit/clean_hit_diagrams.html Clean Hit Diagrams]<br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Sol Badguy}}<br />
<br style="clear:both;"/><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name (English/Japanese) !! width="75"|Color<br />
!width="125"|Location !! Common<br>Venues !! Contact !! Status !! Notes !! Example Play<br />
|}<br />
<br />
==={{clr|4|NOTE: These tables are still WIP}}===<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Sol Badguy]]</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGACR/Sol_Badguy/EX&diff=207633GGACR/Sol Badguy/EX2021-04-17T23:44:30Z<p>Johhny: /* Overdrives */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview=<br />
|voice_actor= Jouji Nakata/Daisuke Ishiwatari<br />
|quote= Give me a break.<br />
|summary= <br />
|pros=<br />
|cons=<br />
|unique_mechanic1_name= Clean Hits<br />
|unique_mechanic1= Some of Sol's moves change properties depending on how they hit the opponent.<br />
Sol's damage output comes from Clean Hits, which involve hitting the opponent at a position specific to the move in question, the opponent, and the opponent's position.<br />
<br />
Three moves deal clean hits: ''Sidewinder'', ''Grand Viper'', and ''Fafnir''. Landing a clean hit with any one of these changes the effects of the move:<br />
*'''Sidewinder''': Doubled untechable time. Damage increases with the number of clean hits per combo.<br />
*'''Grand Viper''': Increased untechable time, leads to a full combo. Launches higher.<br />
*'''Fafnir''': Wallbounces as opposed to regular knockdown. Full conversions anywhere.<br />
<br />
Clean hits are always optimal. They lead to better combo extensions in every instance.<br />
Clean Hit Diagrams can be found here: http://www.dustloop.com/guides/ggac/data/images/cleanhit/clean_hit_diagrams.html<br />
<br />
'''<sup><small>★</small></sup>Note:''' Sol's Sidewinder Loop requires character specific precision. While characters can be grouped into clean hit categories, it is still difficult to perform and every additional Sidewinder attempt is an added risk. Sidewinder Loops are a significant part of what makes Sol strong and failing to capitalize on them is a significant issue.<br />
}}<br />
<br />
==Normal Moves==<br />
Note: Frame data for normals is as follows, x[x] where x is the move normally and [x] is the move in Dragon Install.<br />
===Ground Normals===<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_5P.png|Ora<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
Standard jab and occasional poke, overall a pretty niche tool in Sol's kit. Useful for frame traps, tick throws, etc.<br />
*Better than average startup. Can tag a lot of beefier moves during their startup or cooldown. <br />
*Clutch Anti-air, but lacks the vertical coverage of {{clr|2|5K}}/{{clr|4|2H}}.<br />
*Strong burst bait tool due to its overall low recovery time.<br />
*Whiffs on crouching Millia, Faust, and May. Leads to whiff > throw setups.<br />
<br />
Establishes offense. Gatling into it from {{clr|1|2P}} > {{clr|2|2K}}, if the opponent has been conditioned to block high in reaction to standing animations.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
----<br />
*80% proration (no proration in DI).<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_5K.png|Only '''I''' get to push buttons<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_5K-1-Hitbox.png|1st hit (frames 3-4)<br />
GGXXACPR_Sol_5K-2-Hitbox.png|2nd hit (frames 5-6)<br />
GGXXACPR_Sol_5K-3-Hitbox.png|2nd hit (frames 7-10)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
Privileged 3f normal that does it all: anti-air, abare, punishes, and active enough to catch backdashes on reaction or OS.<br />
*Works as a frame trap tool after Sol does a safe poke.<br />
*Preferred normal to OS with Sol's throw.<br />
*''Note'': a large chunk of the cast can crouch under the second hit, especially when hit or blocked from farther out.<br />
<br />
On air hit, {{clr|2|5K}} is confirmed from with {{clr|4|2H}} or a {{clr|1|j.P}}/{{clr|2|j.K}} into a standard air combo > VV for knockdown. On air CH, {{clr|2|5K}} has enough hitstun to combo to Sidewinder from an IAD {{clr|3|j.S}} or {{clr|5|j.D}} with stricter timing.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_cS.png|Punish and Frame Trap Starter<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
Sol's main punish starter for meterless and non-counter hit combos. Versatile gatlings from all of Sol's lower level buttons, useful mid combo as a confirm/filler/stopping point.<br />
*Recovers quickly enough that {{clr|2|5K}}(1) > {{clr|3|c.S}} lets you confirm a hit or a burst.<br />
*Leans forward during startup, letting Sol move past some hitboxes depending on spacing (e.g. Dead Angles)<br />
<br />
Can lead to Dustloops, Sidewinders, and tk.Bandit Revolvers. Mid-corner combo against airborne opponents, can be jump canceled into a {{clr|5|j.D}} for a high damage Sidewinder or Dustloop. In the corner, you'll usually start your loops with {{clr|3|c.S}} > {{clr|1|6P}}. <br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_fS.png|Go-to spacing tool<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_fS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
Extremely fast for its range, {{clr|3|f.S}} is good for gaining initiative round start or establishing offense in neutral.<br />
*Confirms into {{clr|4|5H}} or FB Fafnir from max range, gaining positional advantage or some moderate poke damage.<br />
*Gatling into {{clr|3|2S}} makes {{clr|3|f.S}} {{clr|3|2S}} pressure very safe and lets Sol make his way in.<br />
*For meter, converts at a decent range leads to {{clr|4|5H}} > Fafnir, can go into Tyrant Rave for some extra damage. <br />
Be careful, Sol extends his hurtbox on the first frame. Due to only being active for one frame, it's easily backdashed, but can be preemptively canceled to {{clr|3|2S}} to make it safer.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_5H.png|Counter Hit > Pain<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_5H-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
Slower, long ranged poke, punish, and combo tool that leads to big damage on counter hit. Difficult to contest.<br />
*Combos into Grand Viper up close or from a long-range counter hit, leading to Sidewinder Loops.<br />
*Confirms into (FB) Fafnir to let Sol get in from midscreen.<br />
*Can frame trap out of {{clr|1|6P}}'s extended cancel window.<br />
<br />
On CH against standing opponents, leads to Instant Air Dash > {{clr|3|j.S}} > stuff > Sidewinder Loop, Confirms into Bandit Bringer against most crouching opponents, though Grand Viper remains the most reliable combo afterward. {{clr|4|5H}} goes into IAD {{clr|1|j.P}} or {{clr|2|j.K}} against airborne opponents, or after a confirm of xx > {{clr|1|6P}} > {{clr|4|5H}} when the {{clr|1|6P}} is landed somewhat close. Just don't get predictable with airdash pressure.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_5D.png|The Great American Unblockable<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
Decent damage combo starter, but awful range, and slow and easily reactable, despite being one of the fastest {{clr|5|5D}}s in the game. Sol's only grounded overhead.<br />
*Leads to significant damage and a knockdown, especially with an Impossible Dust.<br />
*Horrid range, very unsafe, and huge CH state window. Keep meter on hand to cancel it.<br />
*Substantially better in DI due to being safe, and on the cusp of unreactable.<br />
<br />
Don't get predictable. {{clr|5|5D}}'s range is only slightly farther than Wild throw and it is highly telegraphed. <br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Knocks down face up on CH. <br />
*In CH state from Frames 1-30.<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2P.png|Poke<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
Starts pressure, frame traps, tick throws, and can be used to mash out. Strong, safe, all-around short range tool. <br />
*Safe to 95% of reversals when properly meatied.<br />
*Can be OS'd with [{{clr|1|2P}}]~{{clr|2|5K}}/{{clr|3|c.S}}/{{clr|4|2H}} for confirms and baits.<br />
<br />
{{clr|1|2P}} mostly sees its use as an oki tool and pressure starter. It is occasionally used in relaunches, OS'd with {{clr|4|2H}} or {{clr|3|c.S}} to bait bursts.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*80% proration (no proration in DI).<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2K.png|Use in Wild Throw <br/> and empty jump setups<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
Sol's fastest and main low poke. Also useful for faster tick throws or frame traps.<br />
*Tags people standing or attempting to fuzzy jump.<br />
*Gatlings into {{clr|4|2H}} for a Grand Viper conversion.<br />
*Frame traps into {{clr|1|6P}} or a late {{clr|3|c.S}}/{{clr|3|f.S}}. Strong natural frame trap in {{clr|2|2K}} > {{clr|3|2S}}.<br />
<br />
Fairly standard low poke tool, but active enough to serve as a safe meaty. Can still net 200 damage off of this by converting to {{clr|5|2D}} > FB Fafnir.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*70% proration (no proration in DI).<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2S.png|Save your strings<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2S-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|}<br />
==== ====<br />
Decent range, fairly active, very disjointed, low recovery time, and +3 on block make this an excellent blockstring ender, neutral button, and baiting tool. <br />
*Strong low reaching poke due to hitbox/hurtbox ratio.<br />
*Links into P and K normals and {{clr|3|c.S}} on late hits.<br />
*'''OS''': {{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|2K}} > {{clr|3|2S}} is a natural frame trap on block, will combo on hit. Also works if delayed from {{clr|2|5K}}.<br />
<br />
Discourages button pushing when properly spaced. Timing {{clr|3|2S}} ambiguously on oki especially is very tricky to defend against and can give you information on the opponent's mindset.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}'' <br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2H.png|(Re)launch all day<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2H1-Hitbox.png|(frames 8-9)<br />
GGXXACPR_Sol_2H2-Hitbox.png|(frames 10-11)<br />
GGXXACPR_Sol_2H3-Hitbox.png|(frames 12-13)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
High reaching upwards swing which gives you a day and a half to confirm on counter hit. Sol's main relaunch tool.<br />
*Beats many moves and scores CH due to the strong hitbox. Trades in Sol's favor most of the time. Burst safe if followed with BB or jump cancelled on CH.<br />
*Fast enough to combo off of level 1 buttons.<br />
*Special cancel window extends into its ''recovery frames''.<br />
*Can be OS'd with {{clr|1|5P}}/{{clr|1|2P}} to bait bursts mid combo. <br />
<br />
Works as a slower but stronger Anti Air than {{clr|2|5K}}, and late frame trap tool. Can be a nightmarish meaty if they feel like rolling the dice.<br />
:On counter hit, a Bandit Bringer will convert, and will whiff and recover if they burst. {{clr|4|2H}} is strong, but don't whiff it.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}''<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Knocks down face down on CH.<br />
*Floats on CH (untechable for 60F) (DI version doesn't float). <br />
*90% proration.<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2D.png|Get down, make love<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
Amazing: mid-ranged, low profile sweep which can go under 80% of moves in the game, even during pressure. Your best friend.<br />
*Can go under bursts, Stun Edges, Johnny ranged pokes, ''other sweeps'', etc. Will even score counter hits against some jump-ins.<br />
*Special cancel window extends into its ''recovery frames''.<br />
*Free combo on counter hit.<br />
*Near-corner conversions into FB Fafnir when too far for regular meterless juggles to work.<br />
*Can combo to Clean Hit Grand Viper on normal hit against Jam, Bridget, Millia, and Kliff. <br />
**Further applies to May and Baiken near the corner, or if 3 or more hits precedes the {{clr|5|2D}}.<br />
<br />
Leads into Bandit Revolver RC for a conversion. CH leads to Gun-Flame > FRC, mashless Grand Viper, or Gun-Flame > FB Fafnir to Sidewinder Loop. Also does a strong, unburstable kill combo by going straight into Tyrant Rave ver.Beta.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Knocks down face down.<br />
*Frames 4-23 [3-15] low stance.<br />
*90% Proration.<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_6P.png|Bullying 101<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Prime corner combo launcher and counter hit fishing button, {{clr|1|6P}} beats out many poke attempts and confirms from nearly anywhere on counterhit.<br />
*Mid level hitting gut punch which beats many standing buttons. Blows back on hit. Major frame trap button with many gatling options.<br />
*Can be cancelled at '''any''' point during its recovery.<br />
*Clutch Anti Air.<br />
<br />
Vital in frame traps but loses to many lows and low profile moves, pay attention to your spacing and timing. Despite this, with the rewards, you should expect to be using this move a lot.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Knocks down face up, face down after wallbounce. <br />
*Frames 1-8 [1-4], Frames 14-21 [8-11] upper body invincibility. <br />
*Frames 9-13 [5-7] above the knees invincibility. <br />
*Wall bounces on hit (untechable for 30 frames).<br />
*90% proration (no proration in DI).<br />
</div><br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_6H.png|Exercise judgement unless you want to get dizzied<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_6H-Hitbox.png|First hit (Frame 13)<br />
GGXXACPR_Sol_6H-2-Hitbox.png|First hit (Frame 14)<br />
GGXXACPR_Sol_6H-3-Hitbox.png|First hit (Frame 15)<br />
GGXXACPR_Sol_6H-4-Hitbox.png|First hit (Frame 16)<br />
GGXXACPR_Sol_6H-5-Hitbox.png|First hit (Frame 17)<br />
GGXXACPR_Sol_6H-6-Hitbox.png|Second hit (Frame 18)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
|}<br />
==== ====<br />
Occasional ranged button, High-risk high-reward (on CH) Anti-Air. Not particularly strong by itself.<br />
*Decent stun and damage, but ends your combo without meter.<br />
*Cancel window lasts until the end of recovery for late frame traps.<br />
*Can be used in Dragon Install for higher Dizzy damage combos.<br />
*Pushes Sol's hurtbox pretty far forward, CH state for the whole move.<br />
*Has a difficult confirm into Grand Viper if it counters on the first hit.<br />
<br />
{{clr|4|6H}} will get counter hit very easily if used poorly. It is more difficult to contest in the air though, so air CH confirms lead to Bandit Bringer. Be very cautious about using this move.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Dizzy modifier x1.5. <br />
*In CH state for entire duration.<br />
</div><br />
</div><br />
</div><br />
<br />
===Air Normals===<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jP.png|Mash<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jP1-Hitbox.png|(Frames 5-7)<br />
GGXXACPR_Sol_jP2-Hitbox.png|(Frames 8-12)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
Fast, general use air normal with a very active hitbox, and which shrinks Sol's hurtbox, letting it beat a lot of moves. One of Sol's best.<br />
*Good for airdash pressure due to its gatling options. Staggered self cancels can be used to bait bursts.<br />
*Can let Sol sneak past some Anti Airs due to the hurtbox change.<br />
*Easy, if scaled, confirms off of things like Gunflame.<br />
*Leads to Burst safe, character specific Sidewinder Setups.<br />
<br />
The Hurtbox shrinkage can let you do lower airdash crossup setups. Vital in Sol's difficult HJIAD combos. Deceptively excellent.<br />
<br />
''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jK.png|Break a leg<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jK-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
Mainly horizontal. Useful for covering air backdashes or air-to-air out of a backwards jump. Better defensively than offensively.<br />
*Mostly for filler in SW loops, especially when scaling is too high for {{clr|3|j.S}}/H/D to connect.<br />
*Occasionally useful in airdash pressure. Be careful as it will whiff on some crouchers.<br />
<br />
Useful {{clr|1|j.P}} or {{clr|3|j.S}}. Works sparingly if intentionally whiffed mid-string into land > grab, or late after a {{clr|1|j.P}} to catch them trying to hit buttons. Try not to whiff it.<br />
<br />
''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jS.png|Your premium safejump tool<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
Main safe jump tool. Passable jump-in<br />
*Primary combo tool for Sidewinder Loops<br />
*Occasionally works as a crossup out of a backwards airdash.<br />
*Leads to, and works as a fuzzy guard tool, converts against non-short characters with meter to RC.<br />
<br />
Don't get {{clr|1|6P}}'d. Landed as a crossup, converts into land > c/{{clr|3|f.S}} > {{clr|4|5H}} > Fafnir. Try cancelling into an RC'd VV while airborne to go for something tricky, like VV RC airdash {{clr|3|j.S}}.<br />
<br />
''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jH.png|Stone Cold Crazy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jH-1-Hitbox.png|Frames 9-14<br />
GGXXACPR_Sol_jH-2-Hitbox.png|Frames 15-18<br />
GGXXACPR_Sol_jH-3-Hitbox.png|Frames 19-22<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
0 Recovery frames. Weird hurtbox. Lingers for forever. Pseudo-God Normal.<br />
*The shrunken hurtbox can make this outright impossible to Anti-Air with some moves.<br />
*Links into ''any'' jumping normal on hit.<br />
*Hit meaty and high enough off the ground, Sol can airdash immediately afterwards for an airdash mixup.<br />
<br />
Very difficult to contest in any regular fashion. Useful in Sidewinder conversions. The recovery makes opponents tear out their hair. One of Sol's most used air options.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Untechable on air hit for 17F (doesn't apply to DI version).<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jD.png|''Trust in the Dust''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jD-1-Hitbox.png|Frames 9-11<br />
GGXXACPR_Sol_jD-2-Hitbox.png|Frames 12-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
Large, damaging move with abnormally high untechable time that loops into itself, for the titular '''DUSTLOOP'''. <br />
*Launches on hit, useful in airdash and corner combos, can convert into delayed Sidewinders for optimal damage.<br />
*Fullscreen conversions on counter hit due to wallbounce.<br />
*Can lead to a fuzzy guard setup (too or from), can be the fuzzy guard attack against Potemkin, Eddie, Johnny, Anji, and Justice.<br />
<br />
Partially responsible for Sol's obscene damage output. Works with 5 in a row in one combo with a 3-hit prior starter. Teyah them to death.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Blowback on normal hit (untechable for 27F).<br />
*Wall bounces on CH (untechable for 54F).<br />
*Additional 5F landing recovery.<br />
*90% proration.<br />
</div><br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
===<big>Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_throw.png|Rushing Headlong<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
Average throw. Unspectacular unless done in the corner. Should be OS'd with {{clr|2|5K}}, or sometimes {{clr|3|c.S}}.<br />
*Only knocks down 25% of the cast by itself. Leads to free conversions in the corner against the other 75% with {{clr|2|5K}}.<br />
**Bandit Revolver loop leads to 15-20% damage, more meter, and knockdown.<br />
**Sidewinder Loop does similar damage with [{{clr|2|5K}} > {{clr|1|j.P}} > {{clr|2|j.K}}/S] or [{{clr|2|5K}} > {{clr|1|6P}} > {{clr|4|2H}} > {{clr|3|j.S}}/D] > SW.</br><br />
<br />
Compared to Wild Throw, it's faster, safer (when OS'd), and is a reversal, but doesn't have WT's conversions or knockdown.<br />
<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Knocks down face down (character specific).<br />
*Floats on hit.<br />
*50% forced proration.<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_airThrow.png|So I got my handgun, and I blew 'em away<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
A decent air throw that knocks down. Can convert in the corner, or with meter.<br />
*Doesn't lock the opponent's burst, but is absolutely burst safe unless done right off the ground.<br />
*Converts in the corner to {{clr|2|5K}} > BR/SW Loop/whatever, or ({{clr|3|f.S}}) > FB Fafnir from midscreen or near the corner for a knockdown and some decent damage.<br />
<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Knocks down face up.<br />
*Floats on hit (untechable for 60F).<br />
*Dizzy modifier x1.5.<br />
*50% forced proration.<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>Dead Angle Attack</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_6P.png|Piss Off!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
Average, unsafe guard reversal. Overall subpar compared to Sol's other defensive options.<br />
*Uses {{clr|1|6P}} animation, so it can still be low profiled.<br />
*Can convert in the corner on counter hit or if hit on the last active frame.<br />
*Loses to very low profile moves: Grand Viper, Stroke the Big Tree, etc.<br />
<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Knocks down face up.<br />
*Frames 1-13 invincible.<br />
*Frames 14-33 invincible to throws.<br />
*Frames 14-23 upper body invincibility.<br />
*Wall bounces on hit (untechable on ground hit for 28F).<br />
*50% proration.<br />
</div><br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Gun Flame</big>===<br />
<span class="input-badge">'''{{clr|3|623S}}/{{clr|4|H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol-EX_236X.png|<br />
GGAC_Sol-EX_j.236X.png|The Missing Link<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground S}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
|-<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|-<br />
{{AttackVersion|name=Air S}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
|-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Volcanic Viper</big>===<br />
<span class="input-badge">'''{{clr|3|623S}}/{{clr|4|H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_623S.png|Mom says its my turn to do oki<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_623S-1-Hitbox.png|S: 1st hit (Frames 7-9)</br>H: 1st hit (Frames 5-6)<br />
GGXXACPR_Sol_j623S-1-Hitbox.png|j.S/H: 1st hit (Frames 5-6)<br />
GGXXACPR_Sol_623S-2-Hitbox.png|S: 2nd hit (Frames 13-23)</br>j.S: 2nd hit (Frames 10-18)</br>H/j.H: 2nd hit (Frames 10-27)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground Normal {{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|623S}}<br />
|-<br />
{{AttackVersion|name=Aerial Normal {{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.623S}}<br />
|-<br />
{{AttackVersion|name=Ground Normal {{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|-<br />
{{AttackVersion|name=Aerial Normal {{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H}}<br />
|}<br />
==== ====<br />
Godly DP with a massive hitbox. The greatest. Ever.<br />
<br />
'''Ground {{clr|3|S}}:''' Lower to the ground version.<br />
*Can be canceled into the followup kick on whiff to mix up Sol's recovery timing. Converts to knockdown about 95% of the time.<br />
*Leads to a full conversion if the first hit is RC'd, or if the 2nd part counter hits.<br />
*Tied for the ''slowest'' version of the move at 7F, but with some of the most invulnerability.<br />
*''Note - all grounded versions:'' must be ''jump installed'' in order to airdash or double jump on RC.<br />
<br />
Breaks through even the smallest gaps. Using the knockdown kick sets up oki, but on whiff/block, the followup puts you in CH state. Commands respect in order to be completely baited.<br />
----<br />
'''Air {{clr|3|S}}:''' Easy air combo ender. Has the most leniency into combo'ing into the followup kick of any air VV.<br />
*Also works as an air reversal, but is air blockable without FD, and is only strike invuln.<br />
*Completely cuts Sol's air momentum when you RC the first hit, leading to airdash mixups or continued strings on block.<br />
**This RC will make Sol fall straight down. You can TK this move and RC it immediately, and with some very tight timing, you can tag an opponent with a quick overhead before you hit the ground...<br />
*Can convert to longer combos if the first hit is RC'd.<br />
----<br />
'''Ground {{clr|4|H}}:''' Massive DP version. Big Anti-Air callout, unrivaled in combined speed and vertical reach. Eats up the sky.<br />
*Slightly faster and more damage than the S version.<br />
*Similarly converts if the 1st hit is RC'd or the 2nd part counter hits.<br />
*Can be difficult to punish if done with running momentum: some characters lack the means to reach Sol without meter.<br />
*Leniency to the followup is slightly more difficult, and must be delayed a bit.<br />
----<br />
'''Air {{clr|4|H}}:''' Situational air knockdown tool with slight more damage. Higher reaching aerial VV, but not as high as the grounded version.<br />
*Also air blockable without FD.<br />
*Lacks the same leniency to the followup as the ground H version.<br />
*Similarly to {{clr|3|j.S}}VV, cuts air momentum when RC'd on the first hit.<br />
----<br />
'''DI Ground {{clr|3|S}}:''' Weaker version of VV, but has some altered utility.<br />
*Similarly strong hitbox, but cannot cancel into knockdown.<br />
*Same speed as regular {{clr|3|S}}VV, but slightly less damage overall.<br />
*All three hits ''must'' be FD'd if airborne.<br />
*Overall not the strongest version, but usable. <br />
----<br />
'''DI Ground {{clr|4|H}}:''' The hype machine. One of the meanest moves in the game.<br />
*Absolutely massive wall of hitbox. Reaches to the top of the screen.<br />
*Does double dizzy damage (1st hit), takes a buttload of health, and can still convert to knockdown.<br />
*The 1st hit does '''60 damage and GB -1''': one of the single strongest combo starters in the game on RC.<br />
----<br />
'''DI Air:''' Similarly weaker version as DI-{{clr|3|S}}VV, but the first hit is air unblockable.<br />
*Doesn't cancel to knockdown.<br />
*First hit being air unblockable can win you air-to-air wars.<br />
*Fully invincible compared to normal air VVs being only strike invincible.<br />
<br />
Will work if they don't FD while air poking in blockstrings, but otherwise you should use with meter if you want to convert.<br />
</div><br />
</div><br />
<br />
===<big>Sidewinder</big>===<br />
<span class="input-badge">'''Volcanic Viper -> {{clr|4|214H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_j236H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_j236H-1-Hitbox.png|Frames 9-10<br />
GGXXACPR_Sol_j236H-2-Hitbox.png|Frames 11-12<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Grand/Ground Viper</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} -> Mash Buttons + Directions'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_214S.png|Now the loudest move,<br> for the loudest game<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_214S-1-Hitbox.png|Hits 1-7 (Frames 17-41)<br />
GGXXACPR_Sol_214S-2-Hitbox.png|Last hit (Frames 62-64)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
|}<br />
==== ====<br />
Fast, instant low profile travel attack. The ultimate callout, likeliest move in the game to blow out your speakers. <br />
*Extremely low profile on frame 1: goes under more than 75% of moves in the game.<br />
*Leads into ridiculous damage on Clean Hit from anywhere on stage.<br />
*Number of hits changes depending on how many directions/buttons are pressed during the move.<br />
*Horribly unsafe on block/whiff. Cannot be RC'd if the current hit did not make contact.<br />
*Can go under bursts, which can score a powerful reset in the corner, but can be suicide midscreen.<br />
*To use multiple hits, alternate between forward and back while mashing buttons<br />
*Alternatively, you could alternate between down back and down forward, or up back and up forward<br />
*[http://www.youtube.com/watch?v=B-N6XKcyKcA&hd=1 ''For a detailed look at this move, see this tutorial video'']<br />
<br />
Strong tool which requires finesse and recognition to use properly. Can go under things mid-pressure and lead to very damaging conversions. Has some of its best conversions near the corner, and can work midscreen with little/no mashing based on the opponent's character. Don't miss.<br />
</div><br />
</div><br />
<br />
===<big>Bandit Revolver</big>===<br />
<span class="input-badge">'''{{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol-EX_214K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Flame Dipper</big>===<br />
<span class="input-badge">'''{{clr|2|236K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol-EX_236K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236K }}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Wild Throw</big> (Bukkirabou ni Nageru)===<br />
<span class="input-badge">'''{{clr|2|623K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_623K.png|The bane of blocking<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623K}}<br />
|}<br />
==== ====<br />
Great command grab with average command throw range but great startup. Sol's main mixup tool. <br />
*Full, damaging conversions from anywhere on stage.<br />
*Has burst safe setups with FB Sidewinder, with free easy resets if they take the bait.<br />
*Also has character specific, meterless burst safe setups.<br />
*Only in CH state for a short segment of its recovery.<br />
<br />
Makes people wince when it lands. Meterless conversions can do 25%-55% damage. Usually followed with dash ({{clr|4|2H}}) > {{clr|5|j.D}} > SW loop. </br><br />
*Some meterless burst safe followups include:<br />
**IAD {{clr|3|j.S}} > Sidewinder > (empty jump) SW loop<br />
**{{clr|4|2H}} > late {{clr|4|j.H}}/Burst Throw OS<br />
**late {{clr|4|j.H}}/block OS > SW loop<br />
</div><br />
</div><br />
<br />
==Force Breaks==<br />
===<big>Fafnir</big>===<br />
<span class="input-badge">'''{{clr|5|63214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_41236D.png|HAVE A SEAT<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_41236D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|63214D}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Tyrant Rave</big>===<br />
<span class="input-badge">'''Fafnir -> {{clr|5|64D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_46D.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|63214D 46D}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Gunflame: Charge</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol-EX_236D.png|A Deal You Can't Refuse<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Grand Viper</big>===<br />
<span class="input-badge">'''{{clr|5|623D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol-EX_623D.png|A Deal You Can't Refuse<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623D}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Tyrant Rave ver. Alpha</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol-EX_632146H.png|Ride the Fire<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Grounded}}<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
|-<br />
{{AttackVersion|name=Aerial}}<br />
{{#lst:{{PAGENAME}}/Data|j.632146H}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Wild Punch</big>===<br />
<span class="input-badge">'''{{clr|3|214214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol-EX_214214S_1.png|<br />
GGAC_Sol-EX_214214S_2.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214214S}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Savage Fang</big>===<br />
<span class="input-badge">'''{{clr|1|236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol-EX_236236P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236236P}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
==Instant Kill==<br />
===<big>Napalm Death</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_IK.png|[https://www.youtube.com/watch?v=ybGOT4d2Hs8 You Suffer, But Why?]<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK }}<br />
|}<br />
==== ====<br />
Bottom 5 IK. Goodbye, Meter.<br />
*Short range and horribly unsafe. Whiffs on the entire cast crouching.<br />
*Will whiff against several characters ''in their stun animations'' (Sol, Axl, Jam, Kliff, Baiken, Zappa, Dizzy, HOS). Very rarely worth it.<br />
*Useful against ABA and Chipp, otherwise rarely used due to the aforementioned, and Sol's general lack of stun setups.<br />
</div><br />
</div><br />
<br />
==[[GGACR/Frame Data|System Data]]==<br />
<table class="wikitable"><br />
{{#lst:{{BASEPAGENAME}}/Data|system data}}<br />
</table><br />
<br style="clear:both;"/><br />
<br />
==Normals==<br />
<br />
* Data in [ ] refers to Sol in Dragon Install. DI is short for Dragon Install. <br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FullFrameDataHeader-GGACR}}<br />
|-<br />
{{AttackVersion|name={{Tt|5P |[[File:GGAC_Sol_5P.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
{{#lst:{{PAGENAME}}/Data|5P Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Initial prorate 80%<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|5K |[[File:GGAC_Sol_5K.png|200x200px]]}}|subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
{{#lst:{{PAGENAME}}/Data|5K Extra}}<br />
|-<br />
{{AttackVersion|name={{Tt|c.S |[[File:GGAC_Sol_cS.png|200x200px]]}}|subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
{{#lst:{{PAGENAME}}/Data|c.S Extra}} <br />
|-<br />
{{AttackVersion|name={{Tt|f.S |[[File:GGAC_Sol_fS.png|200x200px]]}}|subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
{{#lst:{{PAGENAME}}/Data|f.S Extra}}<br />
|-<br />
{{AttackVersion|name={{Tt|5H |[[File:GGAC_Sol_5H.png|200x200px]]}}|subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{#lst:{{PAGENAME}}/Data|5H Extra}} <br />
|-<br />
{{AttackVersion|name={{Tt|6P |[[File:GGAC_Sol_6P.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
{{#lst:{{PAGENAME}}/Data|6P Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Staggers opponent (Max 35F)<br />
*Initial prorate 90%<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|6H |[[File:GGAC_Sol_6H.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{BASEPAGENAME}}/Data|6H}}<br />
{{#lst:{{BASEPAGENAME}}/Data|6H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Dizzy modifier x1.5<br />
*Sol is in CH state during move<br />
*Staggers oppinent (Max 35F)<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|5D |[[File:GGAC_Sol_5D.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
{{#lst:{{PAGENAME}}/Data|5D Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Sol is in CH state 1~30F <br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|2P |[[File:GGAC_Sol_2P.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
{{#lst:{{PAGENAME}}/Data|2P Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Initial prorate 80%<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|2K |[[File:GGAC_Sol_2K.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
{{#lst:{{PAGENAME}}/Data|2K Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Initial prorate 70%<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|2S |[[File:GGAC_Sol_2S.png|200x200px]]}}|subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
{{#lst:{{PAGENAME}}/Data|2S Extra}}<br />
|-<br />
{{AttackVersion|name={{Tt|2H |[[File:GGAC_Sol_2H.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{#lst:{{PAGENAME}}/Data|2H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on CH (untechable for 60F)<br />
*Initial prorate 90%<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|2D |[[File:GGAC_Sol_2D.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
{{#lst:{{PAGENAME}}/Data|2D Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Initial prorate 90%<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|j.P |[[File:GGAC_Sol_jP.png|200x200px]]}}|subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
{{#lst:{{PAGENAME}}/Data|j.P Extra}}<br />
|-<br />
{{AttackVersion|name={{Tt|j.K |[[File:GGAC_Sol_jK.png|200x200px]]}}|subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
{{#lst:{{PAGENAME}}/Data|j.K Extra}}<br />
|-<br />
{{AttackVersion|name={{Tt|j.S |[[File:GGAC_Sol_jS.png|200x200px]]}}|subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{#lst:{{PAGENAME}}/Data|j.S Extra}}<br />
|-<br />
{{AttackVersion|name={{Tt|j.H |[[File:GGAC_Sol_jH.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{#lst:{{PAGENAME}}/Data|j.H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Untechable for 17F<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|j.D |[[File:GGAC_Sol_jD.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{BASEPAGENAME}}/Data|j.D}}<br />
{{#lst:{{BASEPAGENAME}}/Data|j.D Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Wall bounces opponent on normal hit (untechable for 54F)<br />
*Initial prorate 90%<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Universal Mechanics==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FullFrameDataHeader-GGACR}}<br />
|-<br />
{{AttackVersion|name={{Tt|Throw |[[File:GGAC_Sol_throw.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on hit<br />
*Forced prorate 50%<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Air Throw |[[File:GGAC_Sol_airThrow.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
{{#lst:{{PAGENAME}}/Data|Air Throw Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on hit (untechable for 60F)<br />
*Dizzy modifier x1.5<br />
*Forced prorate 50%<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|[[GGACR/Defense#Dead Angle Attack|DAA]]|[[File:GGAC_Sol_6P.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
{{#lst:{{PAGENAME}}/Data|DAA Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Wall bounces opponent on hit (untechable on ground hit for 28F)<br />
*Initial prorate 50%<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Specials==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FullFrameDataHeader-GGACR}}<br />
|-<br />
{{AttackVersion|name={{Tt|S Gun Flame|[[File:GGAC_Sol-EX_236X.png|200x200px]]}}|subtitle=236S|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{#lst:{{PAGENAME}}/Data|236S Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on hit (untechable for 28F)<br />
*Sol is in CH state till during move<br />
*Hitstop 13F on normal hit<br />
*FRC timing 15~16F<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|H Gun Flame|[[File:GGAC_Sol-EX_236X.png|200x200px]]}}|subtitle=236H|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{#lst:{{PAGENAME}}/Data|236H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on hit (untechable for 28F)<br />
*Sol is in CH state till during move<br />
*Hitstop 13F on normal hit<br />
*FRC timing 20~21F<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|S Arial Gun Flame|[[File:GGAC_Sol-EX_j.236X.png|200x200px]]}}|subtitle=j.236S|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on hit (untechable for 28F)<br />
*Sol is in CH state till during move<br />
*Hitstop 13F on normal hit<br />
*FRC timing 25~26F<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|H Aerial Gun Flame|[[File:GGAC_Sol-EX_j.236X.png|200x200px]]}}|subtitle=j.236H|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on hit (untechable for 28F)<br />
*Sol is in CH state till during move<br />
*Hitstop 13F on normal hit<br />
*FRC timing 25~26F<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|S Volcanic Viper|[[File:GGAC_Sol_623S.png|200x200px]]}}|subtitle=623S|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|623S}}<br />
{{#lst:{{PAGENAME}}/Data|623S Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Sol is airborne from 10F onwards<br />
*Floats opponent on hit (1st hit untechable on ground hit for 28F, 2nd hit untechable for 26F)<br />
*Can cancel into Sidewinder from 24~40F<br />
*Sol is in crouching state during landing recovery<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|H Volcanic Viper|[[File:GGAC_Sol_623S.png|200x200px]]}}|subtitle=623H|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
{{#lst:{{PAGENAME}}/Data|623H Extra}}<br />
|-<br />
{{Description|12|text= <br />
{{ColumnList |text=<br />
*Sol is airborne from 7F onwards<br />
*Floats oppoent on hit (1st hit untechable on ground hit for 28F, 2nd/3rd hit untechable for 36F)<br />
*Can cancel into Sidewinder from 28~44F<br />
*Sol is in crouching state during landing recovery<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Air S Volcanic Viper|[[File:GGAC_Sol_623S.png|200x200px]]}}|subtitle=j.623S|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|j.623S}}<br />
{{#lst:{{PAGENAME}}/Data|j.623S Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on hit (1st hit untechable for 36F, 2nd hit for 27F)<br />
*Can cancel into Sidewinder from 19~35F<br />
*Sol is in crouching state during landing recovery<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Air H Volcanic Viper|[[File:GGAC_Sol_623S.png|200x200px]]}}|subtitle=j.623H|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on hit (1st hit untechable for 38F, 2nd hit for 36F)<br />
*Can cancel into Sidewinder from 32~44F<br />
*Sol is in crouching state during landing recovery<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Sidewinder|[[File:GGAC_Sol_j236H.png|200x200px]]}}|subtitle=j.214H|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Wall bounces opponent on hit (Clean Hit untechable for 56F)<br />
*Sol is in CH state during recovery<br />
*Dizzy modifier x0.5<br />
*Forced prorate 70%<br />
*Sol is in crouching state during landing recovery<br />
*See notes *3<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Grand Viper|[[File:GGAC_Sol_214S.png|200x200px]]}}|subtitle=214S|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{#lst:{{PAGENAME}}/Data|214S Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*1st-6th hits of the advancing part are untechable for 26F<br />
*Hitstun on standing opponent 24F<br />
*Hitstop 6F<br />
*Dizzy modifier x0.25<br />
*Initial prorate 80%<br />
*7th hit of the advancing part floats opponent on hit (untechable for 28F)<br />
*Histop 6F<br />
*Final hit (the uppercut) floats opponent on hit (untechable for 42F, on Clean Hit for 64F)<br />
*Listed frame data is for a Ground Viper that does the maximum number of hits<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Flame Dipper|[[File:GGAC_Sol-EX_236K.png|200x200px]]}}|subtitle=236K|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236K}}<br />
{{#lst:{{PAGENAME}}/Data|236K Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*2nd hit knocks down opponent<br />
*Low Profile<br />
*FRC timing 21F~22F<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Bandit Revolver|[[File:GGAC_Sol-EX_214K.png|200x200px]]}}|subtitle=214K|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
{{#lst:{{PAGENAME}}/Data|214K Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Sol is airborne from 7F~36F<br />
*Ground slides opponent on hit (can follow-up 9F after animation ends)<br />
*Sol is in crouching state during recovery<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Wild Throw/Bukkirabou ni Nageru|[[File:GGAC_Sol_623K.png|200x200px]]}}|subtitle=623K|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|623K}}<br />
{{#lst:{{PAGENAME}}/Data|623K Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Sol is in CH state 1~14F<br />
*Whiff animation is 35F<br />
*Forced prorate 55%<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Force Breaks==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FullFrameDataHeader-GGACR}}<br />
|-<br />
{{AttackVersion|name={{Tt|Fafnir|[[File:GGAC_Sol_41236D.png|200x200px]]}}|subtitle=63214D|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|63214D}}<br />
{{#lst:{{PAGENAME}}/Data|63214D Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Knocks down opponent on hit (untechable for 40F)<br />
*Wall bounces opponent on Clean Hit and counter hit (untechable for 80F)<br />
*Blockstun 26F<br />
*Forced prorate 70%<br />
*Attack Level 6<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Tyrant Rave|[[File:GGAC_Sol_46D.png|200x200px]]}}|subtitle=Fafnir > 64D|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|63214D 46D}}<br />
{{#lst:{{PAGENAME}}/Data|63214D 46D Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Disables opponent's Burst on hit<br />
*Dizzy modifier x0<br />
*Chip damage x2<br />
*1st~3rd hits have initial prorate 80%<br />
*2nd~4th hits can pass through projectiles<br />
*Wall bounces opponent (untechable 40F)<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|FB Gun Flame|[[File:GGAC_Sol-EX_236D.png|200x200px]]}}|subtitle=236D|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236D}}<br />
{{#lst:{{PAGENAME}}/Data|236D Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*FB Gunflame hits 4 times<br />
*Floats opponent on hit (untechable for 20F)<br />
*Hitstop 7F on hit<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|FB Grand Viper|[[File:GGAC_Sol-EX_623D.png|200x200px]]}}|subtitle=623D|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|623D}}<br />
{{#lst:{{PAGENAME}}/Data|623D Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Number of hits increases when mashing stick.<br />
*1st portion has Low Profile, 3rd portion has some inuln frames<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Overdrives==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FullFrameDataHeader-GGACR}}<br />
|-<br />
{{AttackVersion|name={{Tt|Tyrant Rave ver. Alpha|[[File:GGAC_Sol-EX_632146H.png|200x200px]]}}|subtitle=632146H|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
{{#lst:{{PAGENAME}}/Data|632146H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Sol is Airborne from 1F<br />
*Wallsticks on hit<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Tyrant Rave ver. Alpha|[[File:GGAC_Sol-EX_632146H.png|200x200px]]}}|subtitle=j.632146H|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|j.632146H}}<br />
{{#lst:{{PAGENAME}}/Data|j.632146H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Wallsticks on hit<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Wild Punch|[[File:GGAC_Sol-EX_214214S_1.png|200x200px]]}}|subtitle=214214S|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|214214S}}<br />
{{#lst:{{PAGENAME}}/Data|214214S Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Plays special animation if first part of attack hits<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Savage Fang|[[File:GGAC_Sol-EX_236236P.png|200x200px]]}}|subtitle=236236P|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236236P}}<br />
{{#lst:{{PAGENAME}}/Data|236236P Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Ignores OTG<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Instant Kill==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FullFrameDataHeader-GGACR}}<br />
|-<br />
{{AttackVersion|name={{Tt|Napalm Death|[[File:GGAC_Sol_IK.png|200x200px]]}}|subtitle=During IK Mode: 236236H|rowspan=2}}<br />
{{#lst:{{BASEPAGENAME}}/Data|IK}}<br />
{{#lst:{{BASEPAGENAME}}/Data|IK Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*IK Mode activation: 76F<br />
*Sol is in CH state until landing<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
<br />
* How to score Clean Hits: For Ground Viper, hit with the point of the hilt. For Sidewinder, hit with the end of his arm. For Fafnir, hit with the upper part of the fist. For Bandit Bringer, hit with the end of the blast. Opponents must be airborne. FB Sidewinder will automatically Clean Hit on hit, even on grounded opponents. Hitstop from a Clean Hit is 27F. <br />
* *1: Damage of a Clean Hit Sidewinder is 35 + 25 * (# of Clean Hits)<br />
* *2: Damage of Tyrant Rave is 25 + 30 * (# of Clean Hits) * 3 + 84<br />
* *3: On hit, the opponent gains Tension Gauge and Burst Gauge based on 70% of the damage value.<br />
<br />
==Gatling Table==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+Ground Gatlings<br />
|-<br />
! <br />
! P !! K !! S !! H !! D !! Cancel<br />
|-<br />
! 5P<br />
| <Span style="color:green">5P</span>, 2P, 6P || 5K, 2K || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Sp<br />
|- <br />
! 2P<br />
| 5P, <Span style="color:green">2P</span>, 6P || 5K, 2K || c.S, f.S, 2S || 5H, 2H || 5D, 2D || Sp<br />
|- <br />
! 6P<br />
| - || - || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Sp<br />
|- <br />
! 5K<br />
| 6P || - || c.S, f.S, 2S || 5H, 2H || 5D, 2D || Jump, Sp<br />
|- <br />
! 2K<br />
| 6P || - || c.S, f.S, 2S || 2H || 5D, 2D || Sp<br />
|- <br />
! c.S<br />
| 6P || - || f.S, 2S || 5H, 2H || 5D, 2D || Jump, Sp<br />
|- <br />
! f.S<br />
| - || - || 2S || 5H, 2H || 5D, 2D || Sp<br />
|- <br />
! 2S<br />
| - || - || - || 5H, 2H || 5D, 2D || Sp<br />
|- <br />
! 5H<br />
| - || - || - || 2H || 5D, 2D || Jump, Sp<br />
|- <br />
! 2H<br />
| - || - || - || - || 5D, 2D || Jump, Sp<br />
|- <br />
! 6H<br />
| - || - || - || - || - || Sp<br />
|- <br />
! 5D<br />
| - | || - || - || - || - || homing jump<br />
|- <br />
! 2D<br />
| - || - || - || - || - || Sp<br />
|- <br />
|}<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+Air Gatlings<br />
|-<br />
! <br />
! P !! K !! S !! H !! D !! Cancel<br />
|-<br />
! j.P<br />
| <span style="color:green">j.P</span> || <span style="color:green">j.K</span> || j.S || j.H || - || Sp<br />
|- <br />
! j.K<br />
| j.P || - || j.S || - || j.D || Sp<br />
|- <br />
! j.S<br />
| - || j.K || - || j.H || j.D || Jump, Sp<br />
|- <br />
! j.H<br />
| - || - || - || - || - || Sp<br />
|- <br />
! j.D<br />
| - || - || - || - || - || Jump, Sp<br />
|}<br />
*5D can be only canceled into Homing Jump on ground hit<br />
:'''Black''' = On Hit or Block<br />
:<Span style="color:green">'''Green''' = Available on whiff</Span><br />
: '''Sp''' = Special Attacks and Overdrives (aka: Specials and Supers)<br />
: '''Su''' = Overdrives (aka: Supers)<br />
<br />
==Clean Hit Diagrams==<br />
[http://www.dustloop.com/guides/ggac/data/images/cleanhit/clean_hit_diagrams.html Clean Hit Diagrams]<br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Sol Badguy}}<br />
<br style="clear:both;"/><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name (English/Japanese) !! width="75"|Color<br />
!width="125"|Location !! Common<br>Venues !! Contact !! Status !! Notes !! Example Play<br />
|}<br />
<br />
==={{clr|4|NOTE: These tables are still WIP}}===<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Sol Badguy]]</div>Johhnyhttps://www.dustloop.com/wiki/index.php?title=GGACR/Sol_Badguy/EX&diff=207632GGACR/Sol Badguy/EX2021-04-17T23:43:15Z<p>Johhny: /* Overdrives */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview=<br />
|voice_actor= Jouji Nakata/Daisuke Ishiwatari<br />
|quote= Give me a break.<br />
|summary= <br />
|pros=<br />
|cons=<br />
|unique_mechanic1_name= Clean Hits<br />
|unique_mechanic1= Some of Sol's moves change properties depending on how they hit the opponent.<br />
Sol's damage output comes from Clean Hits, which involve hitting the opponent at a position specific to the move in question, the opponent, and the opponent's position.<br />
<br />
Three moves deal clean hits: ''Sidewinder'', ''Grand Viper'', and ''Fafnir''. Landing a clean hit with any one of these changes the effects of the move:<br />
*'''Sidewinder''': Doubled untechable time. Damage increases with the number of clean hits per combo.<br />
*'''Grand Viper''': Increased untechable time, leads to a full combo. Launches higher.<br />
*'''Fafnir''': Wallbounces as opposed to regular knockdown. Full conversions anywhere.<br />
<br />
Clean hits are always optimal. They lead to better combo extensions in every instance.<br />
Clean Hit Diagrams can be found here: http://www.dustloop.com/guides/ggac/data/images/cleanhit/clean_hit_diagrams.html<br />
<br />
'''<sup><small>★</small></sup>Note:''' Sol's Sidewinder Loop requires character specific precision. While characters can be grouped into clean hit categories, it is still difficult to perform and every additional Sidewinder attempt is an added risk. Sidewinder Loops are a significant part of what makes Sol strong and failing to capitalize on them is a significant issue.<br />
}}<br />
<br />
==Normal Moves==<br />
Note: Frame data for normals is as follows, x[x] where x is the move normally and [x] is the move in Dragon Install.<br />
===Ground Normals===<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_5P.png|Ora<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_5P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
Standard jab and occasional poke, overall a pretty niche tool in Sol's kit. Useful for frame traps, tick throws, etc.<br />
*Better than average startup. Can tag a lot of beefier moves during their startup or cooldown. <br />
*Clutch Anti-air, but lacks the vertical coverage of {{clr|2|5K}}/{{clr|4|2H}}.<br />
*Strong burst bait tool due to its overall low recovery time.<br />
*Whiffs on crouching Millia, Faust, and May. Leads to whiff > throw setups.<br />
<br />
Establishes offense. Gatling into it from {{clr|1|2P}} > {{clr|2|2K}}, if the opponent has been conditioned to block high in reaction to standing animations.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
----<br />
*80% proration (no proration in DI).<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_5K.png|Only '''I''' get to push buttons<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_5K-1-Hitbox.png|1st hit (frames 3-4)<br />
GGXXACPR_Sol_5K-2-Hitbox.png|2nd hit (frames 5-6)<br />
GGXXACPR_Sol_5K-3-Hitbox.png|2nd hit (frames 7-10)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
Privileged 3f normal that does it all: anti-air, abare, punishes, and active enough to catch backdashes on reaction or OS.<br />
*Works as a frame trap tool after Sol does a safe poke.<br />
*Preferred normal to OS with Sol's throw.<br />
*''Note'': a large chunk of the cast can crouch under the second hit, especially when hit or blocked from farther out.<br />
<br />
On air hit, {{clr|2|5K}} is confirmed from with {{clr|4|2H}} or a {{clr|1|j.P}}/{{clr|2|j.K}} into a standard air combo > VV for knockdown. On air CH, {{clr|2|5K}} has enough hitstun to combo to Sidewinder from an IAD {{clr|3|j.S}} or {{clr|5|j.D}} with stricter timing.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_cS.png|Punish and Frame Trap Starter<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_cS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
Sol's main punish starter for meterless and non-counter hit combos. Versatile gatlings from all of Sol's lower level buttons, useful mid combo as a confirm/filler/stopping point.<br />
*Recovers quickly enough that {{clr|2|5K}}(1) > {{clr|3|c.S}} lets you confirm a hit or a burst.<br />
*Leans forward during startup, letting Sol move past some hitboxes depending on spacing (e.g. Dead Angles)<br />
<br />
Can lead to Dustloops, Sidewinders, and tk.Bandit Revolvers. Mid-corner combo against airborne opponents, can be jump canceled into a {{clr|5|j.D}} for a high damage Sidewinder or Dustloop. In the corner, you'll usually start your loops with {{clr|3|c.S}} > {{clr|1|6P}}. <br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_fS.png|Go-to spacing tool<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_fS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
Extremely fast for its range, {{clr|3|f.S}} is good for gaining initiative round start or establishing offense in neutral.<br />
*Confirms into {{clr|4|5H}} or FB Fafnir from max range, gaining positional advantage or some moderate poke damage.<br />
*Gatling into {{clr|3|2S}} makes {{clr|3|f.S}} {{clr|3|2S}} pressure very safe and lets Sol make his way in.<br />
*For meter, converts at a decent range leads to {{clr|4|5H}} > Fafnir, can go into Tyrant Rave for some extra damage. <br />
Be careful, Sol extends his hurtbox on the first frame. Due to only being active for one frame, it's easily backdashed, but can be preemptively canceled to {{clr|3|2S}} to make it safer.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_5H.png|Counter Hit > Pain<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_5H-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
Slower, long ranged poke, punish, and combo tool that leads to big damage on counter hit. Difficult to contest.<br />
*Combos into Grand Viper up close or from a long-range counter hit, leading to Sidewinder Loops.<br />
*Confirms into (FB) Fafnir to let Sol get in from midscreen.<br />
*Can frame trap out of {{clr|1|6P}}'s extended cancel window.<br />
<br />
On CH against standing opponents, leads to Instant Air Dash > {{clr|3|j.S}} > stuff > Sidewinder Loop, Confirms into Bandit Bringer against most crouching opponents, though Grand Viper remains the most reliable combo afterward. {{clr|4|5H}} goes into IAD {{clr|1|j.P}} or {{clr|2|j.K}} against airborne opponents, or after a confirm of xx > {{clr|1|6P}} > {{clr|4|5H}} when the {{clr|1|6P}} is landed somewhat close. Just don't get predictable with airdash pressure.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_5D.png|The Great American Unblockable<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_5D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
Decent damage combo starter, but awful range, and slow and easily reactable, despite being one of the fastest {{clr|5|5D}}s in the game. Sol's only grounded overhead.<br />
*Leads to significant damage and a knockdown, especially with an Impossible Dust.<br />
*Horrid range, very unsafe, and huge CH state window. Keep meter on hand to cancel it.<br />
*Substantially better in DI due to being safe, and on the cusp of unreactable.<br />
<br />
Don't get predictable. {{clr|5|5D}}'s range is only slightly farther than Wild throw and it is highly telegraphed. <br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Knocks down face up on CH. <br />
*In CH state from Frames 1-30.<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2P.png|Poke<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
Starts pressure, frame traps, tick throws, and can be used to mash out. Strong, safe, all-around short range tool. <br />
*Safe to 95% of reversals when properly meatied.<br />
*Can be OS'd with [{{clr|1|2P}}]~{{clr|2|5K}}/{{clr|3|c.S}}/{{clr|4|2H}} for confirms and baits.<br />
<br />
{{clr|1|2P}} mostly sees its use as an oki tool and pressure starter. It is occasionally used in relaunches, OS'd with {{clr|4|2H}} or {{clr|3|c.S}} to bait bursts.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*80% proration (no proration in DI).<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2K.png|Use in Wild Throw <br/> and empty jump setups<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2K-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
Sol's fastest and main low poke. Also useful for faster tick throws or frame traps.<br />
*Tags people standing or attempting to fuzzy jump.<br />
*Gatlings into {{clr|4|2H}} for a Grand Viper conversion.<br />
*Frame traps into {{clr|1|6P}} or a late {{clr|3|c.S}}/{{clr|3|f.S}}. Strong natural frame trap in {{clr|2|2K}} > {{clr|3|2S}}.<br />
<br />
Fairly standard low poke tool, but active enough to serve as a safe meaty. Can still net 200 damage off of this by converting to {{clr|5|2D}} > FB Fafnir.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*70% proration (no proration in DI).<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2S.png|Save your strings<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2S-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|}<br />
==== ====<br />
Decent range, fairly active, very disjointed, low recovery time, and +3 on block make this an excellent blockstring ender, neutral button, and baiting tool. <br />
*Strong low reaching poke due to hitbox/hurtbox ratio.<br />
*Links into P and K normals and {{clr|3|c.S}} on late hits.<br />
*'''OS''': {{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|2K}} > {{clr|3|2S}} is a natural frame trap on block, will combo on hit. Also works if delayed from {{clr|2|5K}}.<br />
<br />
Discourages button pushing when properly spaced. Timing {{clr|3|2S}} ambiguously on oki especially is very tricky to defend against and can give you information on the opponent's mindset.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}'' <br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2H.png|(Re)launch all day<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2H1-Hitbox.png|(frames 8-9)<br />
GGXXACPR_Sol_2H2-Hitbox.png|(frames 10-11)<br />
GGXXACPR_Sol_2H3-Hitbox.png|(frames 12-13)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
High reaching upwards swing which gives you a day and a half to confirm on counter hit. Sol's main relaunch tool.<br />
*Beats many moves and scores CH due to the strong hitbox. Trades in Sol's favor most of the time. Burst safe if followed with BB or jump cancelled on CH.<br />
*Fast enough to combo off of level 1 buttons.<br />
*Special cancel window extends into its ''recovery frames''.<br />
*Can be OS'd with {{clr|1|5P}}/{{clr|1|2P}} to bait bursts mid combo. <br />
<br />
Works as a slower but stronger Anti Air than {{clr|2|5K}}, and late frame trap tool. Can be a nightmarish meaty if they feel like rolling the dice.<br />
:On counter hit, a Bandit Bringer will convert, and will whiff and recover if they burst. {{clr|4|2H}} is strong, but don't whiff it.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}''<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Knocks down face down on CH.<br />
*Floats on CH (untechable for 60F) (DI version doesn't float). <br />
*90% proration.<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_2D.png|Get down, make love<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_2D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
Amazing: mid-ranged, low profile sweep which can go under 80% of moves in the game, even during pressure. Your best friend.<br />
*Can go under bursts, Stun Edges, Johnny ranged pokes, ''other sweeps'', etc. Will even score counter hits against some jump-ins.<br />
*Special cancel window extends into its ''recovery frames''.<br />
*Free combo on counter hit.<br />
*Near-corner conversions into FB Fafnir when too far for regular meterless juggles to work.<br />
*Can combo to Clean Hit Grand Viper on normal hit against Jam, Bridget, Millia, and Kliff. <br />
**Further applies to May and Baiken near the corner, or if 3 or more hits precedes the {{clr|5|2D}}.<br />
<br />
Leads into Bandit Revolver RC for a conversion. CH leads to Gun-Flame > FRC, mashless Grand Viper, or Gun-Flame > FB Fafnir to Sidewinder Loop. Also does a strong, unburstable kill combo by going straight into Tyrant Rave ver.Beta.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Knocks down face down.<br />
*Frames 4-23 [3-15] low stance.<br />
*90% Proration.<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_6P.png|Bullying 101<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Prime corner combo launcher and counter hit fishing button, {{clr|1|6P}} beats out many poke attempts and confirms from nearly anywhere on counterhit.<br />
*Mid level hitting gut punch which beats many standing buttons. Blows back on hit. Major frame trap button with many gatling options.<br />
*Can be cancelled at '''any''' point during its recovery.<br />
*Clutch Anti Air.<br />
<br />
Vital in frame traps but loses to many lows and low profile moves, pay attention to your spacing and timing. Despite this, with the rewards, you should expect to be using this move a lot.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Knocks down face up, face down after wallbounce. <br />
*Frames 1-8 [1-4], Frames 14-21 [8-11] upper body invincibility. <br />
*Frames 9-13 [5-7] above the knees invincibility. <br />
*Wall bounces on hit (untechable for 30 frames).<br />
*90% proration (no proration in DI).<br />
</div><br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_6H.png|Exercise judgement unless you want to get dizzied<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_6H-Hitbox.png|First hit (Frame 13)<br />
GGXXACPR_Sol_6H-2-Hitbox.png|First hit (Frame 14)<br />
GGXXACPR_Sol_6H-3-Hitbox.png|First hit (Frame 15)<br />
GGXXACPR_Sol_6H-4-Hitbox.png|First hit (Frame 16)<br />
GGXXACPR_Sol_6H-5-Hitbox.png|First hit (Frame 17)<br />
GGXXACPR_Sol_6H-6-Hitbox.png|Second hit (Frame 18)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
|}<br />
==== ====<br />
Occasional ranged button, High-risk high-reward (on CH) Anti-Air. Not particularly strong by itself.<br />
*Decent stun and damage, but ends your combo without meter.<br />
*Cancel window lasts until the end of recovery for late frame traps.<br />
*Can be used in Dragon Install for higher Dizzy damage combos.<br />
*Pushes Sol's hurtbox pretty far forward, CH state for the whole move.<br />
*Has a difficult confirm into Grand Viper if it counters on the first hit.<br />
<br />
{{clr|4|6H}} will get counter hit very easily if used poorly. It is more difficult to contest in the air though, so air CH confirms lead to Bandit Bringer. Be very cautious about using this move.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Dizzy modifier x1.5. <br />
*In CH state for entire duration.<br />
</div><br />
</div><br />
</div><br />
<br />
===Air Normals===<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jP.png|Mash<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jP1-Hitbox.png|(Frames 5-7)<br />
GGXXACPR_Sol_jP2-Hitbox.png|(Frames 8-12)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
Fast, general use air normal with a very active hitbox, and which shrinks Sol's hurtbox, letting it beat a lot of moves. One of Sol's best.<br />
*Good for airdash pressure due to its gatling options. Staggered self cancels can be used to bait bursts.<br />
*Can let Sol sneak past some Anti Airs due to the hurtbox change.<br />
*Easy, if scaled, confirms off of things like Gunflame.<br />
*Leads to Burst safe, character specific Sidewinder Setups.<br />
<br />
The Hurtbox shrinkage can let you do lower airdash crossup setups. Vital in Sol's difficult HJIAD combos. Deceptively excellent.<br />
<br />
''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jK.png|Break a leg<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jK-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
Mainly horizontal. Useful for covering air backdashes or air-to-air out of a backwards jump. Better defensively than offensively.<br />
*Mostly for filler in SW loops, especially when scaling is too high for {{clr|3|j.S}}/H/D to connect.<br />
*Occasionally useful in airdash pressure. Be careful as it will whiff on some crouchers.<br />
<br />
Useful {{clr|1|j.P}} or {{clr|3|j.S}}. Works sparingly if intentionally whiffed mid-string into land > grab, or late after a {{clr|1|j.P}} to catch them trying to hit buttons. Try not to whiff it.<br />
<br />
''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jS.png|Your premium safejump tool<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
Main safe jump tool. Passable jump-in<br />
*Primary combo tool for Sidewinder Loops<br />
*Occasionally works as a crossup out of a backwards airdash.<br />
*Leads to, and works as a fuzzy guard tool, converts against non-short characters with meter to RC.<br />
<br />
Don't get {{clr|1|6P}}'d. Landed as a crossup, converts into land > c/{{clr|3|f.S}} > {{clr|4|5H}} > Fafnir. Try cancelling into an RC'd VV while airborne to go for something tricky, like VV RC airdash {{clr|3|j.S}}.<br />
<br />
''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}''<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jH.png|Stone Cold Crazy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jH-1-Hitbox.png|Frames 9-14<br />
GGXXACPR_Sol_jH-2-Hitbox.png|Frames 15-18<br />
GGXXACPR_Sol_jH-3-Hitbox.png|Frames 19-22<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
0 Recovery frames. Weird hurtbox. Lingers for forever. Pseudo-God Normal.<br />
*The shrunken hurtbox can make this outright impossible to Anti-Air with some moves.<br />
*Links into ''any'' jumping normal on hit.<br />
*Hit meaty and high enough off the ground, Sol can airdash immediately afterwards for an airdash mixup.<br />
<br />
Very difficult to contest in any regular fashion. Useful in Sidewinder conversions. The recovery makes opponents tear out their hair. One of Sol's most used air options.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Untechable on air hit for 17F (doesn't apply to DI version).<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_jD.png|''Trust in the Dust''<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_jD-1-Hitbox.png|Frames 9-11<br />
GGXXACPR_Sol_jD-2-Hitbox.png|Frames 12-15<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data" <br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
Large, damaging move with abnormally high untechable time that loops into itself, for the titular '''DUSTLOOP'''. <br />
*Launches on hit, useful in airdash and corner combos, can convert into delayed Sidewinders for optimal damage.<br />
*Fullscreen conversions on counter hit due to wallbounce.<br />
*Can lead to a fuzzy guard setup (too or from), can be the fuzzy guard attack against Potemkin, Eddie, Johnny, Anji, and Justice.<br />
<br />
Partially responsible for Sol's obscene damage output. Works with 5 in a row in one combo with a 3-hit prior starter. Teyah them to death.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Blowback on normal hit (untechable for 27F).<br />
*Wall bounces on CH (untechable for 54F).<br />
*Additional 5F landing recovery.<br />
*90% proration.<br />
</div><br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
===<big>Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_throw.png|Rushing Headlong<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
Average throw. Unspectacular unless done in the corner. Should be OS'd with {{clr|2|5K}}, or sometimes {{clr|3|c.S}}.<br />
*Only knocks down 25% of the cast by itself. Leads to free conversions in the corner against the other 75% with {{clr|2|5K}}.<br />
**Bandit Revolver loop leads to 15-20% damage, more meter, and knockdown.<br />
**Sidewinder Loop does similar damage with [{{clr|2|5K}} > {{clr|1|j.P}} > {{clr|2|j.K}}/S] or [{{clr|2|5K}} > {{clr|1|6P}} > {{clr|4|2H}} > {{clr|3|j.S}}/D] > SW.</br><br />
<br />
Compared to Wild Throw, it's faster, safer (when OS'd), and is a reversal, but doesn't have WT's conversions or knockdown.<br />
<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Knocks down face down (character specific).<br />
*Floats on hit.<br />
*50% forced proration.<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_airThrow.png|So I got my handgun, and I blew 'em away<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
A decent air throw that knocks down. Can convert in the corner, or with meter.<br />
*Doesn't lock the opponent's burst, but is absolutely burst safe unless done right off the ground.<br />
*Converts in the corner to {{clr|2|5K}} > BR/SW Loop/whatever, or ({{clr|3|f.S}}) > FB Fafnir from midscreen or near the corner for a knockdown and some decent damage.<br />
<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Knocks down face up.<br />
*Floats on hit (untechable for 60F).<br />
*Dizzy modifier x1.5.<br />
*50% forced proration.<br />
</div><br />
</div><br />
</div><br />
<br />
===<big>Dead Angle Attack</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_6P.png|Piss Off!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
Average, unsafe guard reversal. Overall subpar compared to Sol's other defensive options.<br />
*Uses {{clr|1|6P}} animation, so it can still be low profiled.<br />
*Can convert in the corner on counter hit or if hit on the last active frame.<br />
*Loses to very low profile moves: Grand Viper, Stroke the Big Tree, etc.<br />
<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;><br />
{{clear}}<br />
----<br />
*Knocks down face up.<br />
*Frames 1-13 invincible.<br />
*Frames 14-33 invincible to throws.<br />
*Frames 14-23 upper body invincibility.<br />
*Wall bounces on hit (untechable on ground hit for 28F).<br />
*50% proration.<br />
</div><br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Gun Flame</big>===<br />
<span class="input-badge">'''{{clr|3|623S}}/{{clr|4|H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol-EX_236X.png|<br />
GGAC_Sol-EX_j.236X.png|The Missing Link<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground S}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
|-<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|-<br />
{{AttackVersion|name=Air S}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
|-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Volcanic Viper</big>===<br />
<span class="input-badge">'''{{clr|3|623S}}/{{clr|4|H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_623S.png|Mom says its my turn to do oki<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_623S-1-Hitbox.png|S: 1st hit (Frames 7-9)</br>H: 1st hit (Frames 5-6)<br />
GGXXACPR_Sol_j623S-1-Hitbox.png|j.S/H: 1st hit (Frames 5-6)<br />
GGXXACPR_Sol_623S-2-Hitbox.png|S: 2nd hit (Frames 13-23)</br>j.S: 2nd hit (Frames 10-18)</br>H/j.H: 2nd hit (Frames 10-27)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground Normal {{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|623S}}<br />
|-<br />
{{AttackVersion|name=Aerial Normal {{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.623S}}<br />
|-<br />
{{AttackVersion|name=Ground Normal {{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|-<br />
{{AttackVersion|name=Aerial Normal {{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H}}<br />
|}<br />
==== ====<br />
Godly DP with a massive hitbox. The greatest. Ever.<br />
<br />
'''Ground {{clr|3|S}}:''' Lower to the ground version.<br />
*Can be canceled into the followup kick on whiff to mix up Sol's recovery timing. Converts to knockdown about 95% of the time.<br />
*Leads to a full conversion if the first hit is RC'd, or if the 2nd part counter hits.<br />
*Tied for the ''slowest'' version of the move at 7F, but with some of the most invulnerability.<br />
*''Note - all grounded versions:'' must be ''jump installed'' in order to airdash or double jump on RC.<br />
<br />
Breaks through even the smallest gaps. Using the knockdown kick sets up oki, but on whiff/block, the followup puts you in CH state. Commands respect in order to be completely baited.<br />
----<br />
'''Air {{clr|3|S}}:''' Easy air combo ender. Has the most leniency into combo'ing into the followup kick of any air VV.<br />
*Also works as an air reversal, but is air blockable without FD, and is only strike invuln.<br />
*Completely cuts Sol's air momentum when you RC the first hit, leading to airdash mixups or continued strings on block.<br />
**This RC will make Sol fall straight down. You can TK this move and RC it immediately, and with some very tight timing, you can tag an opponent with a quick overhead before you hit the ground...<br />
*Can convert to longer combos if the first hit is RC'd.<br />
----<br />
'''Ground {{clr|4|H}}:''' Massive DP version. Big Anti-Air callout, unrivaled in combined speed and vertical reach. Eats up the sky.<br />
*Slightly faster and more damage than the S version.<br />
*Similarly converts if the 1st hit is RC'd or the 2nd part counter hits.<br />
*Can be difficult to punish if done with running momentum: some characters lack the means to reach Sol without meter.<br />
*Leniency to the followup is slightly more difficult, and must be delayed a bit.<br />
----<br />
'''Air {{clr|4|H}}:''' Situational air knockdown tool with slight more damage. Higher reaching aerial VV, but not as high as the grounded version.<br />
*Also air blockable without FD.<br />
*Lacks the same leniency to the followup as the ground H version.<br />
*Similarly to {{clr|3|j.S}}VV, cuts air momentum when RC'd on the first hit.<br />
----<br />
'''DI Ground {{clr|3|S}}:''' Weaker version of VV, but has some altered utility.<br />
*Similarly strong hitbox, but cannot cancel into knockdown.<br />
*Same speed as regular {{clr|3|S}}VV, but slightly less damage overall.<br />
*All three hits ''must'' be FD'd if airborne.<br />
*Overall not the strongest version, but usable. <br />
----<br />
'''DI Ground {{clr|4|H}}:''' The hype machine. One of the meanest moves in the game.<br />
*Absolutely massive wall of hitbox. Reaches to the top of the screen.<br />
*Does double dizzy damage (1st hit), takes a buttload of health, and can still convert to knockdown.<br />
*The 1st hit does '''60 damage and GB -1''': one of the single strongest combo starters in the game on RC.<br />
----<br />
'''DI Air:''' Similarly weaker version as DI-{{clr|3|S}}VV, but the first hit is air unblockable.<br />
*Doesn't cancel to knockdown.<br />
*First hit being air unblockable can win you air-to-air wars.<br />
*Fully invincible compared to normal air VVs being only strike invincible.<br />
<br />
Will work if they don't FD while air poking in blockstrings, but otherwise you should use with meter if you want to convert.<br />
</div><br />
</div><br />
<br />
===<big>Sidewinder</big>===<br />
<span class="input-badge">'''Volcanic Viper -> {{clr|4|214H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_j236H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_j236H-1-Hitbox.png|Frames 9-10<br />
GGXXACPR_Sol_j236H-2-Hitbox.png|Frames 11-12<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Grand/Ground Viper</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} -> Mash Buttons + Directions'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_214S.png|Now the loudest move,<br> for the loudest game<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_214S-1-Hitbox.png|Hits 1-7 (Frames 17-41)<br />
GGXXACPR_Sol_214S-2-Hitbox.png|Last hit (Frames 62-64)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
|}<br />
==== ====<br />
Fast, instant low profile travel attack. The ultimate callout, likeliest move in the game to blow out your speakers. <br />
*Extremely low profile on frame 1: goes under more than 75% of moves in the game.<br />
*Leads into ridiculous damage on Clean Hit from anywhere on stage.<br />
*Number of hits changes depending on how many directions/buttons are pressed during the move.<br />
*Horribly unsafe on block/whiff. Cannot be RC'd if the current hit did not make contact.<br />
*Can go under bursts, which can score a powerful reset in the corner, but can be suicide midscreen.<br />
*To use multiple hits, alternate between forward and back while mashing buttons<br />
*Alternatively, you could alternate between down back and down forward, or up back and up forward<br />
*[http://www.youtube.com/watch?v=B-N6XKcyKcA&hd=1 ''For a detailed look at this move, see this tutorial video'']<br />
<br />
Strong tool which requires finesse and recognition to use properly. Can go under things mid-pressure and lead to very damaging conversions. Has some of its best conversions near the corner, and can work midscreen with little/no mashing based on the opponent's character. Don't miss.<br />
</div><br />
</div><br />
<br />
===<big>Bandit Revolver</big>===<br />
<span class="input-badge">'''{{clr|2|214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol-EX_214K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Flame Dipper</big>===<br />
<span class="input-badge">'''{{clr|2|236K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol-EX_236K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236K }}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Wild Throw</big> (Bukkirabou ni Nageru)===<br />
<span class="input-badge">'''{{clr|2|623K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_623K.png|The bane of blocking<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623K}}<br />
|}<br />
==== ====<br />
Great command grab with average command throw range but great startup. Sol's main mixup tool. <br />
*Full, damaging conversions from anywhere on stage.<br />
*Has burst safe setups with FB Sidewinder, with free easy resets if they take the bait.<br />
*Also has character specific, meterless burst safe setups.<br />
*Only in CH state for a short segment of its recovery.<br />
<br />
Makes people wince when it lands. Meterless conversions can do 25%-55% damage. Usually followed with dash ({{clr|4|2H}}) > {{clr|5|j.D}} > SW loop. </br><br />
*Some meterless burst safe followups include:<br />
**IAD {{clr|3|j.S}} > Sidewinder > (empty jump) SW loop<br />
**{{clr|4|2H}} > late {{clr|4|j.H}}/Burst Throw OS<br />
**late {{clr|4|j.H}}/block OS > SW loop<br />
</div><br />
</div><br />
<br />
==Force Breaks==<br />
===<big>Fafnir</big>===<br />
<span class="input-badge">'''{{clr|5|63214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_41236D.png|HAVE A SEAT<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Sol_41236D-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|63214D}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Tyrant Rave</big>===<br />
<span class="input-badge">'''Fafnir -> {{clr|5|64D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_46D.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|63214D 46D}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Gunflame: Charge</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol-EX_236D.png|A Deal You Can't Refuse<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236D}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Grand Viper</big>===<br />
<span class="input-badge">'''{{clr|5|623D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol-EX_623D.png|A Deal You Can't Refuse<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623D}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Tyrant Rave ver. Alpha</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol-EX_632146H.png|Ride the Fire<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Grounded}}<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
|-<br />
{{AttackVersion|name=Aerial}}<br />
{{#lst:{{PAGENAME}}/Data|j.632146H}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Wild Punch</big>===<br />
<span class="input-badge">'''{{clr|3|214214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol-EX_214214S_1.png|<br />
GGAC_Sol-EX_214214S_2.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214214S}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Savage Fang</big>===<br />
<span class="input-badge">'''{{clr|1|236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol-EX_236236P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236236P}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
==Instant Kill==<br />
===<big>Napalm Death</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Sol_IK.png|[https://www.youtube.com/watch?v=ybGOT4d2Hs8 You Suffer, But Why?]<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK }}<br />
|}<br />
==== ====<br />
Bottom 5 IK. Goodbye, Meter.<br />
*Short range and horribly unsafe. Whiffs on the entire cast crouching.<br />
*Will whiff against several characters ''in their stun animations'' (Sol, Axl, Jam, Kliff, Baiken, Zappa, Dizzy, HOS). Very rarely worth it.<br />
*Useful against ABA and Chipp, otherwise rarely used due to the aforementioned, and Sol's general lack of stun setups.<br />
</div><br />
</div><br />
<br />
==[[GGACR/Frame Data|System Data]]==<br />
<table class="wikitable"><br />
{{#lst:{{BASEPAGENAME}}/Data|system data}}<br />
</table><br />
<br style="clear:both;"/><br />
<br />
==Normals==<br />
<br />
* Data in [ ] refers to Sol in Dragon Install. DI is short for Dragon Install. <br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FullFrameDataHeader-GGACR}}<br />
|-<br />
{{AttackVersion|name={{Tt|5P |[[File:GGAC_Sol_5P.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
{{#lst:{{PAGENAME}}/Data|5P Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Initial prorate 80%<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|5K |[[File:GGAC_Sol_5K.png|200x200px]]}}|subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
{{#lst:{{PAGENAME}}/Data|5K Extra}}<br />
|-<br />
{{AttackVersion|name={{Tt|c.S |[[File:GGAC_Sol_cS.png|200x200px]]}}|subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
{{#lst:{{PAGENAME}}/Data|c.S Extra}} <br />
|-<br />
{{AttackVersion|name={{Tt|f.S |[[File:GGAC_Sol_fS.png|200x200px]]}}|subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
{{#lst:{{PAGENAME}}/Data|f.S Extra}}<br />
|-<br />
{{AttackVersion|name={{Tt|5H |[[File:GGAC_Sol_5H.png|200x200px]]}}|subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{#lst:{{PAGENAME}}/Data|5H Extra}} <br />
|-<br />
{{AttackVersion|name={{Tt|6P |[[File:GGAC_Sol_6P.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
{{#lst:{{PAGENAME}}/Data|6P Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Staggers opponent (Max 35F)<br />
*Initial prorate 90%<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|6H |[[File:GGAC_Sol_6H.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{BASEPAGENAME}}/Data|6H}}<br />
{{#lst:{{BASEPAGENAME}}/Data|6H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Dizzy modifier x1.5<br />
*Sol is in CH state during move<br />
*Staggers oppinent (Max 35F)<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|5D |[[File:GGAC_Sol_5D.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
{{#lst:{{PAGENAME}}/Data|5D Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Sol is in CH state 1~30F <br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|2P |[[File:GGAC_Sol_2P.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
{{#lst:{{PAGENAME}}/Data|2P Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Initial prorate 80%<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|2K |[[File:GGAC_Sol_2K.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
{{#lst:{{PAGENAME}}/Data|2K Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Initial prorate 70%<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|2S |[[File:GGAC_Sol_2S.png|200x200px]]}}|subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
{{#lst:{{PAGENAME}}/Data|2S Extra}}<br />
|-<br />
{{AttackVersion|name={{Tt|2H |[[File:GGAC_Sol_2H.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{#lst:{{PAGENAME}}/Data|2H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on CH (untechable for 60F)<br />
*Initial prorate 90%<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|2D |[[File:GGAC_Sol_2D.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
{{#lst:{{PAGENAME}}/Data|2D Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Initial prorate 90%<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|j.P |[[File:GGAC_Sol_jP.png|200x200px]]}}|subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
{{#lst:{{PAGENAME}}/Data|j.P Extra}}<br />
|-<br />
{{AttackVersion|name={{Tt|j.K |[[File:GGAC_Sol_jK.png|200x200px]]}}|subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
{{#lst:{{PAGENAME}}/Data|j.K Extra}}<br />
|-<br />
{{AttackVersion|name={{Tt|j.S |[[File:GGAC_Sol_jS.png|200x200px]]}}|subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{#lst:{{PAGENAME}}/Data|j.S Extra}}<br />
|-<br />
{{AttackVersion|name={{Tt|j.H |[[File:GGAC_Sol_jH.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{#lst:{{PAGENAME}}/Data|j.H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Untechable for 17F<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|j.D |[[File:GGAC_Sol_jD.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{BASEPAGENAME}}/Data|j.D}}<br />
{{#lst:{{BASEPAGENAME}}/Data|j.D Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Wall bounces opponent on normal hit (untechable for 54F)<br />
*Initial prorate 90%<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Universal Mechanics==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FullFrameDataHeader-GGACR}}<br />
|-<br />
{{AttackVersion|name={{Tt|Throw |[[File:GGAC_Sol_throw.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on hit<br />
*Forced prorate 50%<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Air Throw |[[File:GGAC_Sol_airThrow.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
{{#lst:{{PAGENAME}}/Data|Air Throw Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on hit (untechable for 60F)<br />
*Dizzy modifier x1.5<br />
*Forced prorate 50%<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|[[GGACR/Defense#Dead Angle Attack|DAA]]|[[File:GGAC_Sol_6P.png|200x200px]]}}|subtitle=|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
{{#lst:{{PAGENAME}}/Data|DAA Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Wall bounces opponent on hit (untechable on ground hit for 28F)<br />
*Initial prorate 50%<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Specials==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FullFrameDataHeader-GGACR}}<br />
|-<br />
{{AttackVersion|name={{Tt|S Gun Flame|[[File:GGAC_Sol-EX_236X.png|200x200px]]}}|subtitle=236S|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{#lst:{{PAGENAME}}/Data|236S Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on hit (untechable for 28F)<br />
*Sol is in CH state till during move<br />
*Hitstop 13F on normal hit<br />
*FRC timing 15~16F<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|H Gun Flame|[[File:GGAC_Sol-EX_236X.png|200x200px]]}}|subtitle=236H|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{#lst:{{PAGENAME}}/Data|236H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on hit (untechable for 28F)<br />
*Sol is in CH state till during move<br />
*Hitstop 13F on normal hit<br />
*FRC timing 20~21F<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|S Arial Gun Flame|[[File:GGAC_Sol-EX_j.236X.png|200x200px]]}}|subtitle=j.236S|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on hit (untechable for 28F)<br />
*Sol is in CH state till during move<br />
*Hitstop 13F on normal hit<br />
*FRC timing 25~26F<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|H Aerial Gun Flame|[[File:GGAC_Sol-EX_j.236X.png|200x200px]]}}|subtitle=j.236H|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on hit (untechable for 28F)<br />
*Sol is in CH state till during move<br />
*Hitstop 13F on normal hit<br />
*FRC timing 25~26F<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|S Volcanic Viper|[[File:GGAC_Sol_623S.png|200x200px]]}}|subtitle=623S|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|623S}}<br />
{{#lst:{{PAGENAME}}/Data|623S Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Sol is airborne from 10F onwards<br />
*Floats opponent on hit (1st hit untechable on ground hit for 28F, 2nd hit untechable for 26F)<br />
*Can cancel into Sidewinder from 24~40F<br />
*Sol is in crouching state during landing recovery<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|H Volcanic Viper|[[File:GGAC_Sol_623S.png|200x200px]]}}|subtitle=623H|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
{{#lst:{{PAGENAME}}/Data|623H Extra}}<br />
|-<br />
{{Description|12|text= <br />
{{ColumnList |text=<br />
*Sol is airborne from 7F onwards<br />
*Floats oppoent on hit (1st hit untechable on ground hit for 28F, 2nd/3rd hit untechable for 36F)<br />
*Can cancel into Sidewinder from 28~44F<br />
*Sol is in crouching state during landing recovery<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Air S Volcanic Viper|[[File:GGAC_Sol_623S.png|200x200px]]}}|subtitle=j.623S|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|j.623S}}<br />
{{#lst:{{PAGENAME}}/Data|j.623S Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on hit (1st hit untechable for 36F, 2nd hit for 27F)<br />
*Can cancel into Sidewinder from 19~35F<br />
*Sol is in crouching state during landing recovery<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Air H Volcanic Viper|[[File:GGAC_Sol_623S.png|200x200px]]}}|subtitle=j.623H|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Floats opponent on hit (1st hit untechable for 38F, 2nd hit for 36F)<br />
*Can cancel into Sidewinder from 32~44F<br />
*Sol is in crouching state during landing recovery<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Sidewinder|[[File:GGAC_Sol_j236H.png|200x200px]]}}|subtitle=j.214H|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Wall bounces opponent on hit (Clean Hit untechable for 56F)<br />
*Sol is in CH state during recovery<br />
*Dizzy modifier x0.5<br />
*Forced prorate 70%<br />
*Sol is in crouching state during landing recovery<br />
*See notes *3<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Grand Viper|[[File:GGAC_Sol_214S.png|200x200px]]}}|subtitle=214S|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{#lst:{{PAGENAME}}/Data|214S Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*1st-6th hits of the advancing part are untechable for 26F<br />
*Hitstun on standing opponent 24F<br />
*Hitstop 6F<br />
*Dizzy modifier x0.25<br />
*Initial prorate 80%<br />
*7th hit of the advancing part floats opponent on hit (untechable for 28F)<br />
*Histop 6F<br />
*Final hit (the uppercut) floats opponent on hit (untechable for 42F, on Clean Hit for 64F)<br />
*Listed frame data is for a Ground Viper that does the maximum number of hits<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Flame Dipper|[[File:GGAC_Sol-EX_236K.png|200x200px]]}}|subtitle=236K|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236K}}<br />
{{#lst:{{PAGENAME}}/Data|236K Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*2nd hit knocks down opponent<br />
*Low Profile<br />
*FRC timing 21F~22F<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Bandit Revolver|[[File:GGAC_Sol-EX_214K.png|200x200px]]}}|subtitle=214K|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
{{#lst:{{PAGENAME}}/Data|214K Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Sol is airborne from 7F~36F<br />
*Ground slides opponent on hit (can follow-up 9F after animation ends)<br />
*Sol is in crouching state during recovery<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Wild Throw/Bukkirabou ni Nageru|[[File:GGAC_Sol_623K.png|200x200px]]}}|subtitle=623K|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|623K}}<br />
{{#lst:{{PAGENAME}}/Data|623K Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Sol is in CH state 1~14F<br />
*Whiff animation is 35F<br />
*Forced prorate 55%<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Force Breaks==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FullFrameDataHeader-GGACR}}<br />
|-<br />
{{AttackVersion|name={{Tt|Fafnir|[[File:GGAC_Sol_41236D.png|200x200px]]}}|subtitle=63214D|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|63214D}}<br />
{{#lst:{{PAGENAME}}/Data|63214D Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Knocks down opponent on hit (untechable for 40F)<br />
*Wall bounces opponent on Clean Hit and counter hit (untechable for 80F)<br />
*Blockstun 26F<br />
*Forced prorate 70%<br />
*Attack Level 6<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Tyrant Rave|[[File:GGAC_Sol_46D.png|200x200px]]}}|subtitle=Fafnir > 64D|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|63214D 46D}}<br />
{{#lst:{{PAGENAME}}/Data|63214D 46D Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Disables opponent's Burst on hit<br />
*Dizzy modifier x0<br />
*Chip damage x2<br />
*1st~3rd hits have initial prorate 80%<br />
*2nd~4th hits can pass through projectiles<br />
*Wall bounces opponent (untechable 40F)<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|FB Gun Flame|[[File:GGAC_Sol-EX_236D.png|200x200px]]}}|subtitle=236D|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236D}}<br />
{{#lst:{{PAGENAME}}/Data|236D Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*FB Gunflame hits 4 times<br />
*Floats opponent on hit (untechable for 20F)<br />
*Hitstop 7F on hit<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|FB Grand Viper|[[File:GGAC_Sol-EX_623D.png|200x200px]]}}|subtitle=623D|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|623D}}<br />
{{#lst:{{PAGENAME}}/Data|623D Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Number of hits increases when mashing stick.<br />
*1st portion has Low Profile, 3rd portion has some inuln frames<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Overdrives==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FullFrameDataHeader-GGACR}}<br />
|-<br />
{{AttackVersion|name={{Tt|Tyrant Rave ver. Alpha|[[File:GGAC_Sol-EX_632146H.png|200x200px]]}}|subtitle=632146H|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
{{#lst:{{PAGENAME}}/Data|632146H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Sol is Airborne from 1F<br />
*Wallsticks on hit<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Tyrant Rave ver. Alpha|[[File:GGAC_Sol-EX_632146H.png|200x200px]]}}|subtitle=j.632146H|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|j.632146H}}<br />
{{#lst:{{PAGENAME}}/Data|j.632146H Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Wallsticks on hit<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Wild Punch|[[File:GGAC_Sol-EX_214214S.png|200x200px]]}}|subtitle=214214S|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|214214S}}<br />
{{#lst:{{PAGENAME}}/Data|214214S Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Plays special animation if first part of attack hits<br />
}}<br />
}}<br />
|-<br />
{{AttackVersion|name={{Tt|Savage Fang|[[File:GGAC_Sol-EX_236236P.png|200x200px]]}}|subtitle=236236P|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236236P}}<br />
{{#lst:{{PAGENAME}}/Data|236236P Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*Ignores OTG<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Instant Kill==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FullFrameDataHeader-GGACR}}<br />
|-<br />
{{AttackVersion|name={{Tt|Napalm Death|[[File:GGAC_Sol_IK.png|200x200px]]}}|subtitle=During IK Mode: 236236H|rowspan=2}}<br />
{{#lst:{{BASEPAGENAME}}/Data|IK}}<br />
{{#lst:{{BASEPAGENAME}}/Data|IK Extra}}<br />
|-<br />
{{Description|12|text=<br />
{{ColumnList |text=<br />
*IK Mode activation: 76F<br />
*Sol is in CH state until landing<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
<br />
* How to score Clean Hits: For Ground Viper, hit with the point of the hilt. For Sidewinder, hit with the end of his arm. For Fafnir, hit with the upper part of the fist. For Bandit Bringer, hit with the end of the blast. Opponents must be airborne. FB Sidewinder will automatically Clean Hit on hit, even on grounded opponents. Hitstop from a Clean Hit is 27F. <br />
* *1: Damage of a Clean Hit Sidewinder is 35 + 25 * (# of Clean Hits)<br />
* *2: Damage of Tyrant Rave is 25 + 30 * (# of Clean Hits) * 3 + 84<br />
* *3: On hit, the opponent gains Tension Gauge and Burst Gauge based on 70% of the damage value.<br />
<br />
==Gatling Table==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+Ground Gatlings<br />
|-<br />
! <br />
! P !! K !! S !! H !! D !! Cancel<br />
|-<br />
! 5P<br />
| <Span style="color:green">5P</span>, 2P, 6P || 5K, 2K || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Sp<br />
|- <br />
! 2P<br />
| 5P, <Span style="color:green">2P</span>, 6P || 5K, 2K || c.S, f.S, 2S || 5H, 2H || 5D, 2D || Sp<br />
|- <br />
! 6P<br />
| - || - || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Sp<br />
|- <br />
! 5K<br />
| 6P || - || c.S, f.S, 2S || 5H, 2H || 5D, 2D || Jump, Sp<br />
|- <br />
! 2K<br />
| 6P || - || c.S, f.S, 2S || 2H || 5D, 2D || Sp<br />
|- <br />
! c.S<br />
| 6P || - || f.S, 2S || 5H, 2H || 5D, 2D || Jump, Sp<br />
|- <br />
! f.S<br />
| - || - || 2S || 5H, 2H || 5D, 2D || Sp<br />
|- <br />
! 2S<br />
| - || - || - || 5H, 2H || 5D, 2D || Sp<br />
|- <br />
! 5H<br />
| - || - || - || 2H || 5D, 2D || Jump, Sp<br />
|- <br />
! 2H<br />
| - || - || - || - || 5D, 2D || Jump, Sp<br />
|- <br />
! 6H<br />
| - || - || - || - || - || Sp<br />
|- <br />
! 5D<br />
| - | || - || - || - || - || homing jump<br />
|- <br />
! 2D<br />
| - || - || - || - || - || Sp<br />
|- <br />
|}<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+Air Gatlings<br />
|-<br />
! <br />
! P !! K !! S !! H !! D !! Cancel<br />
|-<br />
! j.P<br />
| <span style="color:green">j.P</span> || <span style="color:green">j.K</span> || j.S || j.H || - || Sp<br />
|- <br />
! j.K<br />
| j.P || - || j.S || - || j.D || Sp<br />
|- <br />
! j.S<br />
| - || j.K || - || j.H || j.D || Jump, Sp<br />
|- <br />
! j.H<br />
| - || - || - || - || - || Sp<br />
|- <br />
! j.D<br />
| - || - || - || - || - || Jump, Sp<br />
|}<br />
*5D can be only canceled into Homing Jump on ground hit<br />
:'''Black''' = On Hit or Block<br />
:<Span style="color:green">'''Green''' = Available on whiff</Span><br />
: '''Sp''' = Special Attacks and Overdrives (aka: Specials and Supers)<br />
: '''Su''' = Overdrives (aka: Supers)<br />
<br />
==Clean Hit Diagrams==<br />
[http://www.dustloop.com/guides/ggac/data/images/cleanhit/clean_hit_diagrams.html Clean Hit Diagrams]<br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Sol Badguy}}<br />
<br style="clear:both;"/><br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name (English/Japanese) !! width="75"|Color<br />
!width="125"|Location !! Common<br>Venues !! Contact !! Status !! Notes !! Example Play<br />
|}<br />
<br />
==={{clr|4|NOTE: These tables are still WIP}}===<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Sol Badguy]]</div>Johhny