GGACR/Ky Kiske

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Overview

Overview

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

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

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

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

Ky's balanced moveset has a tool for every situation, although he lacks specialization in any one role and can be locked out by specialist characters. While some are quick to assume Ky is a painfully basic character, he has many tricks in his arsenal that round out his game plan.
Lore:Formerly a leader of the Sacred Order of Holy Knights, he is currently a high-ranking official in the International Police Force. Extremely intelligent and charismatic.
Voice:Takeshi Kusao
Playstyle
Ky Kiske is the resident "shoto" of Guilty Gear, with a balanced toolkit and answers for almost every situation.
Pros Cons
  • Well Rounded and Well Ranged: Ky has plenty of normals with range, speed, and good frame data + versatile projectiles and traps make Ky effective up close, far away, and everywhere in between. Ky is also consistent in his ability to score knockdowns and establish advantage after winning neutral.
  • Strong Pressure: Ky has a large list of pretty solid mixup tools—including 5K, j.S, j.D, j.214D, and Greed Sever, as well several tools to enforce frame advantage—such as 3H, Charged Stun Edge, and Lightning SphereGGAC Ky Orb.pngGuard:
    Mid
    Startup:
    6
    Recovery:
    4
    Advantage:
    +8
    . Paired with his open gatling table he can keep the opponent guessing and crank their Guard Gauge.
  • Space Control: Ky has a suite of excellent pokes to help him control space, such as f.S, 2D, and 5H. He can reactively punish jumpins with 6P or control the sky with the disjointed j.S and j.HS.
  • Tricky With Meter: Ky's FRCs and FBs are versatile, with them he can establish pressure, create combos, enhance mix ups, make himself safe, and more.
  • Linear At Range: Ky's versatility is outclassed by most other projectile characters and characters with long range pokes.
  • Trouble Keeping Pressure On: Ky's pressure is not flawed in and of itself, but keeping on the opponent requires resets, usually some meter, and usually leaves points for certain characters to confidently steal a turn.
  • Low Average Damage: Ky's typical combo starters prorate heavily and converting into his high damage routes often requires several conditions such as meter and corner positioning.
  • Meter Dependent: much of Ky's gameplan is locked behind having at least 25% meter for FRC or Force Break. Similar to their problem keeping pressure on without meter, Ky can even struggle to deal damage or play neutral without a roman cancel on deck.

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

Normal Moves

5P

5K

c.S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
28 Mid 7 2 18 -3 - 4

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

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

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

f.S

5H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
42 Mid 10 6 12 +1 - 5

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

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

Gatling Options: 6K, 5D, 2D

Additional Frame Data: Staggers on ground CH (max 47F).

5D

6P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
30 Mid 9 5 15 -6 1~6F Upper Body
7~13F Above Knees
3

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

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

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

Additional Frame Data: Blows back opponent on CH (untechable for 56F on ground hit, air hit for 28F). Initial prorate 90%.

6K

6H

3H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
36×2 Mid 23 8,1 3 +15 - 5

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

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

  • Forces opponent into crouching state on hit.
  • Heavily increases Guard Gauge.
  • The 2nd hit is a common target for SB. Though this will negate Ky's absurd frame advantage, he is still safe.

2P

2K

2S

2H

2D

j.P

j.K

j.S

j.H

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
40 All 38 13 Total 20+11 after landing - - 3

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

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

  • Stops Ky's air momentum on use.
  • Remains even if Ky blocks, but disappears if Ky is hit.
  • Hard to hit short characters like Zappa and Faust.

Additional Frame Data: Floats opponent on ground hit (untechable for 28F). Floats opponent higher on CH (untechable for 46F). Ky is in CH state until 16F. Is a projectile. If j.D makes contact with another projectile, j.D's hitbox immediately disappears. Cannot perform a second j.D until first disappears.


Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack


Special Moves

Stun Edge

236S or 236H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
236S 40 All 10 - Total 41 -5 - 3
236H 40 All 13 - Total 52 -9 - 4

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

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

Additional Frame Data: Untechable for 18F. Ky is in CH state from 1~21F. FRC timing 22~23F.


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.

Additional Frame Data: Untechable for 20F. Ky is in CH state from 1~24F. FRC timing 25~26F.

Air Stun Edge

j.236S or j.236H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
j.236S 33 All 15 - Total 59+14 after landing - - 3
j.236H 33 All 13 - Total 56+14 after landing - - 4

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

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

Additional Frame Data: Untechable for 18F. Ky is in crouching state during landing recovery. Has a minimum height requirement. FRC timing 16~18F.


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

  • H version goes at about a 60 degree angle.
  • Significant landing recovery.
  • FRC restores air options.

Additional Frame Data: Ky is in crouching state during landing recovery. Has a minimum height requirement. FRC timing 14~16F.

Charged Stun Edge

236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
20×3 All 43 49 Total 68 +18 - 4

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

  • Travels nearly fullscreen.
  • FRC point can be used to create opportunities in neutral, or set up high/low mixup on okizeme.
    • Jumping immediately after an FRC makes the projectile follow Ky into the air, controlling a large amount of space. Input forward for a moment before jumping to cancel the follow effect.

Additional Frame Data: Untechable for 20F. Hitstop 7F. Can cancel into followup (Lightning Sphere) from 9~27F. FRC timing 31~32F.

Air Charged Stun Edge

j.236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
20×3 All 31 - Total 63+14 after landing - - 5

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

  • FRC point does not reset your jump options like the Air Stun Edge FRCs do.
  • FRCing can cause the projectile to change directions to face the opponent.
  • The infamous "shtkn strat" j.236D FRC negative edge a j.236H! If you do this right, Ky will effectively do 2 air fireballs that cover a big part of the playing field.
    • While you won't do much damage off this, You can use it to keep the opponent away and catch unsuspecting enemies that try to air dash or jump at you.


Additional Frame Data: Untechable for 25F. Ky is in crouching state during landing recovery. Hitstop 7F. Has a minimum height requirement. FRC timing 21~22F.

Vapor Thrust

623S or 623H (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
623S 32 Mid 9 3 32+13 after landing -34 1~8F All 3
623H 36 Mid 11 4 30+13 after landing -33 1~10F All
11~15F Strike
3
j.623S/H 32 All 11 3 Until landing+13 - 1~10F Strike 3

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


  • S version isn't invulnerable to the first active frame, so it may trade with the opponent's attacks.
  • Long launch and untechable time on counter hit for better reward, making it an ideal anti-air.
  • Launches the opponent higher than H Vapor Thrust.

Additional Frame Data: Ky is airborne from 9F onwards. Floats opponent on hit (untechable for 50F). Initial prorate 80%. Can cancel into Lightning Javelin from 16~29F.


  • H version's invul extends into active frames, which means it's Ky's actual reversal.
  • Launches the opponent lower than S version.

Additional Frame Data: Ky is airborne from 11F onwards. Floats opponent on hit (untechable for 45F). Initial prorate 80%. Can cancel into Lightning Javelin from 17~31F.


  • Air version mostly sees use as a combo filler.

Additional Frame Data: Floats opponent on hit (untechable for 45F). Can cancel into Lightning Javelin from 15~33F.

Lightning Javelin

Vapor Thrust > S or H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
S 16 All 17 5 Until landing+6 - - 5
H 16 All 17 6 Until landing+12 - - 5

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


S version blows the opponent away and downwards.

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

Additional Frame Data: Wallsticks opponent on hit (untechable for 62F, sticks for 32F). Ky is in CH state until landing. FRC timing 24~26F.


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

  • Used to either combo the opponent midscreen or to knock down. The wallbounce leaves the opponent right next to Ky, allowing for a setup.
  • Recovers slower than S version, bounces Ky higher up.
  • Since Lightning Javelin can be performed even on whiff FRC point can make Vapor Thrust safe.

Additional Frame Data: Wallbounces opponent on hit (untechable for 65F). Ky is in CH state until landing. FRC timing 27~29F.

Stun Dipper

236K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
12, 32 Low, Mid 8 14(7)3 26 -15 5~21F Low Profile 4, 3

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

  • FRC point at the end of the slide.
    • This is a great way to force opponents to deal with a mixup since afterwards, you can run up throw, run up continue pressure, run up overhead, etc.
    • A lot of opponents like to burst on this move, using FRC will recover in time to bait and punish.
    • Another gimmicky use is to do Stun Dipper FRC into Greed Sever for an overhead which which can surprise first time victims, but they'll catch on pretty quickly.

Additional Frame Data: 2nd hit knocks down opponent on hit. FRC timing 24~26F.

Greed Sever

214K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
30 High/Air 18 15 5+11 after landing -14 4~37F Feet 4

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

  • Though it starts up fast (18F), it doesn't hit crouching opponents until later (roughly frame 24, earlier on larger characters).
  • Loud and obvious visual/audio cue, so it's harder to hit than its startup implies.
  • Can hop over low hitting moves and even low projectiles like Sol's GunflameGGAC Sol 236P.pngGuard:
    All
    Startup:
    21
    Recovery:
    Total 50
    Advantage:
    -3
    .
  • Crosses up if done at point-blank range.
  • On CH, it floats opponents higher and is completely untechable, opening up more combo routes.
  • Often made safe with RC > 2P

Additional Frame Data: Initial prorate 85%. 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).

Lightning Strike

222H when opponent is knocked down

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
30 - 14 1 53 - - 3

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

  • Normally the damage dealt is minimal due to damage scaling, but it can be used after short combos that end in knockdown to make it worth the sacrifice in oki.
  • Can whiff if input too late, in which case you are stuck in recovery for a quite a while.
  • FRC point to continue a combo after knockdown.

Additional Frame Data: Removes OTG status on opponent on hit. Ky is in CH state during move. Hitstop 0F. Can only perform when opponent is knocked down. FRC timing 14~16F.


Force Breaks

Lightning Sphere

236D > 4D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
24×3 Mid 6 34 4 +8 - 5

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

  • Vacuums opponent.
  • Must be blocked with FD in the air.
  • Can be cancelled into Charge Drive.

Additional Frame Data: Untechable for 25F. Hitstop 7F. Total length 43F. Can cancel into followup (Charge Drive) from 30~36F.

Charge Drive

236D > 4D > 46D

Stun Rays

j.214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
18×2 Mid 45 161 Total 22 - - 3

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

  • Must be blocked in the air with Faultless Defense
  • Be sure to space it correctly (or be in the air) when the opponent wakes up in order to avoid being thrown.

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.

FB Greed Sever

214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
70 High/Air 22 4 17 -4 1~4F All
5~25F Lower Body
4

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

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

Additional Frame Data: Initial prorate 80%. Knocks down opponent on air hit (untechable for 44F). Ground bounces opponent on CH (untechable for 43F). Ky is airborne from 5~20F. Ky is in CH state during move.


Overdrives

Ride the Lightning

632146H (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
Ground 36×5 Mid 10+1 42 20 -24 1~14F All
15~19F Throw
3
Air 36×5 All 7+1 42 Until landing+3 - 1~14F All
15~19F Throw
3

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

  • Invulnerable only through the startup and bit into the actual attack, will not move through projectiles.
  • The aerial version can be used in combos if done as a low air juggle.
  • FRC is good for staying safe on block or starting combos, but this is an expensive tactic at 75 meter + tension cooldown.

Additional Frame Data: Floats opponent on hit (untechable for 36F). Ky is in CH state during move. Hitstop 6F. Dizzy modifier x0. FRC timings: 53~56F ground version, 50~53F air version.

Sacred Edge

236236P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
27×5 All 5+3 - Total 36 +13 - 5

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

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

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

Additional Frame Data: Untechable for 30F. Hitstop 0F. FRC timing 13~14F.


Instant Kill

Rising Force

During IK Mode: 236236H


Colors

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


External References

FRC visual guide

Navigation

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