GGACR/Ky Kiske/EX: Difference between revisions

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{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
{{InvisibleHeader}}{{GGACR/CharacterLinks}}
{{Note|EX characters are not tournament legal. They only see play in novelty events and casual play between consenting parties. |error}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{CharaOverview
{{CharaOverview
|name=Ky Kiske EX
|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.
|overview= Ky largely maintains his archetype as a balanced all rounder with a strong wakeup game thanks to his Charged Stun Edge and 3...er, 6H, but with his EX version, his midrange presence was lessened in favor of strengthening his mixup options. Crescent Slash is an overhead attack that may not have the range or combo utility of Greed Sever, but more than makes up for it by being much harder to see and still granting a solid combo from a hit, while his Elegant Slash is a command grab that pops the opponent up for a meterless combo, unlike his normal throw wich needs to be Roman Canceled. In addition, Grand Vapor Thrust is much more reliable at converting ground hits into knockdowns than Stun Dipper, which could fail if the opponent was a little too close.


If you’re looking for a dirtier, less honest take on Ky’s usual playstyle, EX Ky may be for you.
If you’re looking for a dirtier, less honest take on Ky’s usual playstyle, EX Ky may be for you.
|lore=  A former captain of the Sacred Order of Holy Knights.<br>
Ky's zeal and sincerity make him a valuable asset to his allies, and a target for his enemies.<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>
He employs skillful swordplay and a magic blade, Thunderseal, in his fighting style, utilizing techniques that are peerless in strength and skill.<br>
Ky must balance his duties with the safety of his friends and family.
|voice_actor= Takeshi Kusao
|summary= is a more aggressive take on Ky, featuring better mixups, frame traps, and consistent conversions
|summary= is a more aggressive take on Ky, featuring better mixups, frame traps, and consistent conversions
|pros=
|pros=
* '''Better Fireball''': EX Ky's fireball is plus even at point blank, making his pressure both safer and less meter reliant.
*'''Better Fireball''': EX Ky's fireball is plus even at point blank, making his pressure both safer and less meter reliant.
* '''Consistent Conversions''': Grand Vapor Thrust lets EX Ky turn almost every hit into knockdown and mix.
*'''Consistent Conversions''': Grand Vapor Thrust lets EX Ky turn almost every hit into knockdown and mix.
* '''Great Reversal''': Vapor Thrust has been given some extra horizontal range early in the animation, making it actually a little useful on wakeup
*'''Great Reversal''': Vapor Thrust has been given some extra horizontal range early in the animation, making it actually a little useful on wakeup
* '''New Mixups''': Hard to see, faster overheads and a command grab gives Ky more ways to add threats to his blockstrings
*'''New Mixups''': Hard to see, faster overheads and a command grab gives Ky more ways to add threats to his blockstrings
* '''FB Lightning Strike''': Very good counter zoning tool for times where the opponent can’t be dealt with by stun edge
*'''FB Lightning Strike''': Very good counter zoning tool for times where the opponent can’t be dealt with by stun edge
|cons=
|cons=
* '''No Stun Dipper''': Can’t reliably low profile his way through offense
*'''No Stun Dipper''': Can’t reliably low profile his way through offense
* '''Low Damage''': While EX Ky's conversions are consistent, he can't get much out of them.
*'''Low Damage''': While EX Ky's conversions are consistent, he can't get much out of them.
* '''Worse Greed Sever''': It’s extremely slow and telegraphed, and useless in combos.
*'''Worse Greed Sever''': It’s extremely slow and telegraphed, and useless in combos.
}}
{{FP Box|header=Guilty Bits Character Intro
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|RF1QTDpgM0Q|450}}{{Closediv}}{{Closediv}}
}}
}}


==Normals==
==Normal Moves==
===<big>{{clr|1|5P}}</big>===
===<big>{{clr|1|5P}}</big>===
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=5P
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Ky_5P.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Ky_5P-Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|5P}}
|}
==== ====
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.
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.
*Good vertical range.
*Good vertical range.
Line 56: Line 31:
*Gatlings into any other attack.
*Gatlings into any other attack.


<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}}''
[[{{PAGENAME}}#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|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
 
}}
</div>
</div>


===<big>{{clr|2|5K}}</big>===
===<big>{{clr|2|5K}}</big>===
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=5K
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Ky_5K.png|Literally footsies
</gallery>
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Ky_5K-1-Hitbox.png|Frames 5-6
GGXXACPR_Ky_5K-2-Hitbox.png|Frames 7-9
GGXXACPR_Ky_5K-3-Hitbox.png|Frames 10-12
</gallery>
</tabber>
</div>
 
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|5K}}
|}
==== ====
Ky's main normal for okizeme and low mixup. Super fast, active for a long time, and hits low.
Ky's main normal for okizeme and low mixup. Super fast, active for a long time, and hits low.
*Hits surprisingly high up.
*Hits surprisingly high up.
*Active enough to catch backdashes.
*Active enough to catch backdashes.
'''Additional Frame Data:''' ''80% initial proration.''


<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}}''
[[{{PAGENAME}}#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|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
}}
</div>


===<big>{{clr|3|c.S}}</big>===
===<big>{{clr|3|c.S}}</big>===
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=c.S
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Ky_cS.png|Multipurpose normal.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Ky_cS-Hitbox.png|
</gallery>
</tabber>
</div>
 
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|c.S}}
|}
==== ====
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.
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.
*Lots of options on hit or block.
*Lots of options on hit or block.
Line 123: Line 56:
*Preferred normal to throw [[Option Select|option select]] with.
*Preferred normal to throw [[Option Select|option select]] with.
*Preferred normal to [[GGACR/Movement#Jump Install | Jump Install]] in specific combos.
*Preferred normal to [[GGACR/Movement#Jump Install | Jump Install]] in specific combos.
*Long hitstun on [[GGACR/Offense#Counter Hits (CH)| CH]], enough to combo into {{clr|4|3H}}.
*Long hitstun on [[GGACR/Offense#Counter Hits (CH)| CH]], enough to combo into {{clr|4|6H}}.
*Often used to frame trap due to its high reward on CH.
*Often used to frame trap due to its high reward on CH.


<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}}''
[[{{PAGENAME}}#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|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
}}
</div>


===<big>{{clr|3|f.S}}</big>===
===<big>{{clr|3|f.S}}</big>===
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=f.S
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
A long reaching normal best used to space out your opponent from medium to far range. Usually cancelled into {{clr|3|2S}} or Stun Edge, depending on range. It's recommended to be careful using it against characters who have low profiling moves such as Stun Dipper and {{MMC|chara=Sol Badguy|input=214S|label=Grand Viper}} along with Zappa's run and Faust's crouch walk.
GGAC_Ky_fS.png|Transcontinental normal
*Extends hurtbox significantly.
</gallery>
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Ky_fS-1-Hitbox.png|Frames 10-12
GGXXACPR_Ky_fS-2-Hitbox.png|Frames 13-15
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|f.S}}
|}
==== ====
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.
*Extends hurtbox significantly


<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|2S}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}}''
[[{{PAGENAME}}#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|2S}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
}}
</div>


===<big>{{clr|4|5H}}</big>===
===<big>{{clr|4|5H}}</big>===
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=5H
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Ky-EX_5H.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|5H}}
|}
==== ====
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.
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/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}''
[[{{PAGENAME}}#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
}}
</div>
 
===<big>{{clr|5|5D}}</big>===
{{GGACREX_Move_Card
|chara=Ky Kiske EX
|input=5D
|description=
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.
}}


===<big>{{clr|1|6P}}</big>===
===<big>{{clr|1|6P}}</big>===
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=6P
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Ky_6P.png|[https://sp.nicovideo.jp/watch/sm489869 D.G.E]
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Ky_6P-Hitbox.png|
</gallery>
</tabber>
</div>
 
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|6P}}
|}
==== ====
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.
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.
*Upper body invulnerable early in the animation, then above-knees invulnerable for the rest.
*Its invul can be used to beat some defensive options, such as [[GGACR/Defense#Dead Angle Attack (DAA) | DAA]], or Vapor Thrust.
*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]].
*Floats and blows opponent back a far distance on CH.  
*Often used as a frame trap due to high reward on CH.
*Often used as a frame trap due to high reward on CH.
*Sometimes used to start [[GGACR/Ky Kiske/Combos#6H Wallbounce / Loop| 6H loops]] on CH from very close hits.
'''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/>''[[{{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}}''
[[{{PAGENAME}}#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|5|5D}}, {{clr|5|2D}}
</div>
}}
</div>


===<big>{{clr|2|6K}}</big>===
===<big>{{clr|2|6K}}</big>===
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=6K
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
Slower than his normal version, but causes ground slide on hit that can be converted into huge damage in the corner. EX Ky's most important move for getting high damage corner combos. Generally you want to find a way to route into this as hard as that is. Loops into itself several times on most characters.
GGAC_Ky_6K.png|
</gallery>
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Ky_6K-Hitbox.png|
</gallery>
</tabber>
</div>
 
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|6K}}
|}
==== ====
Slower than his normal version, but causes ground slide on hit that can be converted into huge damage in the corner. EX Ky's most important move for getting high damage corner combos. Generally you want to find a way to route into this as hard as that is. Loops into itself several times on most character
*Moves Ky forward.
*Moves Ky forward.
*0 on [[GGACR/Defense#Instant Block (IB)| IB]].
*0 on [[GGACR/Defense#Instant Block (IB)| IB]].
 
}}
 
'''Additional Frame Data:''' ''Puts opponent in blowback state on air hit (untechable 25F).''
</div>
</div>


===<big>{{clr|4|6H}}</big>===
===<big>{{clr|4|6H}}</big>===
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=6H
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Ky_3H.png|Go ahead, mash that DP
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Ky_3H-1-Hitbox.png|1st Hit (Frames 23-30)
GGXXACPR_Ky_3H-2-Hitbox.png|2nd Hit (Frame 31)
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|6H}}
|}
==== ====
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.
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.


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 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.
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 Sol it's a 1F window to correctly bait his H DP and have the second hit of 3H connect, because it has only 5F of startup. Against Normal Ky you have a much larger window due to his Vapor Thrust having 11F of startup. Will not OS reversals that are 4F or faster.
 
*Hits 2 times.
*Forces opponent into crouching state on hit.
*Forces opponent into crouching state on hit.
*Heavily increases Guard Gauge.
*Heavily increases Guard Gauge.
*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.
*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.
</div>
}}
</div>
 
===<big>{{clr|5|5D}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Ky_5D.png|Don't be careless with this dust!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Ky_5D-Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|5D}}
|}
==== ====
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.
</div>
</div>


===<big>{{clr|1|2P}}</big>===
===<big>{{clr|1|2P}}</big>===
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=2P
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
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.
GGAC_Ky_2P.png|The Linker
</gallery>
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Ky_2P-Hitbox.png|
</gallery>
</tabber>
</div>
 
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|2P}}
|}
==== ====
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>
*Though this is his fastest normal, 2K may be the preferred link in certain situations where its superior range is necessary.
*Though this is his fastest normal, 2K may be the preferred link in certain situations where its superior range is necessary.
'''Additional Frame Data:''' ''80% initial proration.''


<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}}''
[[{{PAGENAME}}#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|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
}}
</div>


===<big>{{clr|2|2K}}</big>===
===<big>{{clr|2|2K}}</big>===
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=2K
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Ky_2K.png|Exhibit A: "What defines a crouching light kick"
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Ky_2K-Hitbox.png|
</gallery>
</tabber>
</div>
 
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|2K}}
|}
==== ====
A fast, low risk poke in neutral, especially when dashing in.
A fast, low risk poke in neutral, especially when dashing in.
*Has very good range for its speed.
*Has very good range for its speed.
*Being low to the ground avoids airdash attacks.
*Being low to the ground avoids airdash attacks.
'''Additional Frame Data''' ''70% initial proration.''


<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}}''
[[{{PAGENAME}}#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|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
}}
</div>


===<big>{{clr|3|2S}}</big>===
===<big>{{clr|3|2S}}</big>===
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=2S
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Ky_2S.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Ky_2S-Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|2S}}
|}
==== ====
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.
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.
*Quite a disjointed hitbox.
*Quite a disjointed hitbox.
*Being low to the ground avoids airdash attacks.
*Being low to the ground avoids airdash attacks.


<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}}''
[[{{PAGENAME}}#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
}}
</div>
 
===<big>{{clr|4|2H}}</big>===
===<big>{{clr|4|2H}}</big>===
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=2H
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Ky_2H.png|'''Keep The Flag Flying'''
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Ky_2H-1-Hitbox.png|Frames 12-13
GGXXACPR_Ky_2H-2-Hitbox.png|Frames 14-15
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|2H}}
|}
==== ====
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.
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.


Line 435: Line 172:
*Launches on Counter Hit.
*Launches on Counter Hit.


<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}''
[[{{PAGENAME}}#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}
</div>
}}
</div>


===<big>{{clr|5|2D}}</big>===
===<big>{{clr|5|2D}}</big>===
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=2D
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Ky_2D.png|Some say it's still active to this day...
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Ky_2D-1-Hitbox.png|Frames 7-12
GGXXACPR_Ky_2D-2-Hitbox.png|Frames 13-17
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|2D}}
|}
==== ====
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.  
Used in combos to knock down into okizeme and at the end of blockstrings to disengage using a jump cancel. Cancel into Stun Edge FRC, Sacred Edge, or Lightning Sphere to extend combos or reset pressure.  
*Hilariously long active frames
*Hilariously long active frames
'''Additional Frame Data:''' ''85% initial proration.''
}}
</div>
</div>


===<big>{{clr|1|j.P}}</big>===
===<big>{{clr|1|j.P}}</big>===
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=j.P
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Ky_jP.png|
</gallery>
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Ky_jP-1-Hitbox.png|Frames 6-8
GGXXACPR_Ky_jP-2-Hitbox.png|Frames 9-11
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|j.P}}
|}
==== ====
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}}.
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}}.
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.
*Burst safe.
*Burst safe.
<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}}''
 
</div>
[[{{PAGENAME}}#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
</div>
}}


===<big>{{clr|2|j.K}}</big>===
===<big>{{clr|2|j.K}}</big>===
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=j.K
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Ky_jK.png|A go-to option for air-to-air tactics.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Ky_jK-1-Hitbox.png|Frames 7-10
GGXXACPR_Ky_jK-2-Hitbox.png|Frames 11-14
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|j.K}}
|}
==== ====
A big air poke used to stuff moves from far away. Great in general for air-to-air fights.  
A big air poke used to stuff moves from far away. Great in general for air-to-air fights.  
*Crosses up.
*Crosses up.
Line 526: Line 206:
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.
*Cancels into {{clr|5|j.D}} to start tricky mixup situations.


<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}''
[[{{PAGENAME}}#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
</div>
}}
</div>


===<big>{{clr|3|j.S}}</big>===
===<big>{{clr|3|j.S}}</big>===
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=j.S
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Ky_jS.png|Tingly (yet great) option to air combos.
</gallery>
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Ky_jS-Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|j.S}}
|}
==== ====
A versatile move. It's a strong jump-in attack, is used in airdash high/low mixups off of Charged Stun Edge FRC, and cross-ups after a Lightning Javelin knockdown. You can also apply advanced [[F-Shiki|F-Shiki mixups]] off of a deep j.S due to its big vertical hitbox.
A versatile move. It's a strong jump-in attack, is used in airdash high/low mixups off of Charged Stun Edge FRC, and cross-ups after a Lightning Javelin knockdown. You can also apply advanced [[F-Shiki|F-Shiki mixups]] off of a deep j.S due to its big vertical hitbox.
*Crosses up.
*Crosses up.
*Air combo filler.
*Air combo filler.


<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}''
[[{{PAGENAME}}#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}
</div>
}}
</div>


===<big>{{clr|4|j.H}}</big>===
===<big>{{clr|4|j.H}}</big>===
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=j.H
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
A massive swipe that's great for space control, and Ky's go-to landing move, especially when performing a safejump. Cancel into Stun Edge when it's blocked to keep the pressure up. Its startup frames are also useful when doing empty jump mixups, where you would fake it hitting overhead.
GGAC_Ky_jH.png|Get dunked.
}}
</gallery>
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Ky_jH-Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|j.H}}
|}
==== ====
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.  
</div>
</div>


===<big>{{clr|5|j.D}}</big>===
===<big>{{clr|5|j.D}}</big>===
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=j.D
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
{{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.
GGAC_Ky_jD.png|Stop! You violated the law. Stop mashing or be served your punishment. Your airspace is now forfeit.
</gallery>
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
 
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|j.D}}
|}
==== ====
{{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. EX Ky has the older version of j.D, where the landing recovery is much lower. This means it can be used, then land with an aerial and still have enough time to start a combo.  


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.
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.
Line 615: Line 241:
*Remains even if Ky blocks, but disappears if Ky is hit.
*Remains even if Ky blocks, but disappears if Ky is hit.
*Hard to hit short characters like Zappa and Faust.
*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). 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.''
}}
 
</div>
</div>
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==
===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=Ground Throw
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
A basic throw, but vital nonetheless. Option Select offensively with c.S, or defensively with 6P. FRC just as Ky's sword hits the ground for a combo to make your mixup more punishing.
GGAC_Ky_throw.png|
}}
</gallery>
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|Ground Throw}}
|}
==== ====
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.
* 2f FRC point at 59~60f.
'''Additional Frame Data:''' ''Knocks down. 50% forced proration.''
 
</div>
</div>


===<big>Air Throw</big>===
===<big>Air Throw</big>===
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=Air Throw
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
No longer wallbounces, hard to combo from without {{clr|5|j.214D}}. Option Select with j.P or j.K for safety.
GGAC_Ky_airThrow.png|
}}
</gallery>
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|Air Throw}}
|}
==== ====
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>
'''Additional Frame Data:''' ''Wall bounces opponent on hit (untechable for 60F). 50% forced proration.''
</div>
</div>


===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=DAA
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Ky_6P.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|DAA}}
|}
==== ====
While useful in a pinch, Ky has a lot of defensive options you should consider using before committing to this unsafe guard cancel.
While useful in a pinch, Ky has a lot of defensive options you should consider using before committing to this unsafe guard cancel.
*Uses 6P's animation.
*Wallbounces in the corner.
*Wallbounces in the corner.
}}


'''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%.''
==Special Moves==
 
 
</div>
</div>
<br style="clear:both;"/>
 
==Specials==
===<big>Stun Edge</big>===
===<big>Stun Edge</big>===
<span class="input-badge">'''{{clr|3|236S}}/{{clr|4|H}}'''</span>
{{InputBadge|{{clr|3|236S}}\{{clr|4|j.236H}}}}
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=236S,236H
Images =  
|description=
<gallery widths="210px" heights="210px" mode="nolines">
A fast, single hit projectile. Good for controlling space. FRC to force your way in at neutral or reset pressure. EX Ky's fireballs are a Level 5 attack.
GGAC_Ky_StunEdge.png| Coconut!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">


</gallery>
The {{clr|3|S}} version comes out very fast and recovers quickly and is plus on block, making it exceptionally better to end blockstrings with or catch jumps in pressure.
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR|version=yes}}
|-
{{AttackVersion|name={{clr|3|S}}}}
{{#lst:{{PAGENAME}}/Data|236S}}
|-
{{AttackVersion|name={{clr|4|H}}}}
{{#lst:{{PAGENAME}}/Data|236H}}
|}
==== ====
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.]]
*The {{clr|3|S}} version comes out very fast and recovers quickly.
*Good harassment tool for ending blockstrings and cancelling from {{clr|3|f.S}} or {{clr|3|2S}}.
*Good harassment tool for ending blockstrings and cancelling from {{clr|3|f.S}} or {{clr|3|2S}}.
*Opponents can Instant Air Dash over it to punish continued use.
*Opponents can Instant Air Dash over it to punish continued use.
*2F FRC point at 22~23F, when Ky's cape comes back to rest on his legs.
*FRC point can be used to continue pressure on block, combo on hit, and bait air dashes.
**The FRC 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.''
 
----
----
{{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.
{{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.
*2F FRC point at 25~26F, same visual cue as S version.
}}
 
'''Additional Frame Data:''' ''Untechable for 20F. Ky is in CH state from 1~24F.''
 
</div>
</div>
 
===<big>Charged Stun Edge</big>===
<span class="input-badge">'''{{clr|5|236D}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Ky_CSE.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
 
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|236D}}
|}
==== ====
A large 3-hit projectile that excels on okizeme, allowing free mix-ups when opponents are forced to block it.
*Travels nearly fullscreen.
*2F FRC point at 31~32F, just as Ky flourishes to unleash the attack.
**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.
**The FRC can be used to create opportunities in neutral, or set up high/low mixup on okizeme.
 
'''Additional Frame Data:''' ''Untechable for 20F Hitstop 7F. Can cancel into followup (Lightning Sphere) from 9~27F''
 
</div>
</div>


===<big>Air Stun Edge</big>===
===<big>Air Stun Edge</big>===
<span class="input-badge">'''{{clr|3|j.236S}}/{{clr|4|H}}'''</span>
{{InputBadge|{{clr|3|j.236S}}\{{clr|4|j.236H}}}}
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=j.236S,j.236H
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Ky_AirStunEdge.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
 
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR|version=yes}}
|-
{{AttackVersion|name={{clr|3|S}}}}
{{#lst:{{PAGENAME}}/Data|j.236S}}
|-
{{AttackVersion|name={{clr|4|H}}}}
{{#lst:{{PAGENAME}}/Data|j.236H}}
|}
==== ====
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.  
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.  
*{{clr|3|S}} version goes at about a 30 degree angle.
*{{clr|3|S}} version goes at about a 30 degree angle.
*Significant landing recovery.
*Significant landing recovery.
*3F FRC point at 16~18F, just after the projectile begins to fly. Slightly later than H version.
*FRC restores air options.
**FRC restores air options.
 
'''Additional Frame Data:''' ''Untechable for 18F. Ky is in crouching state during landing recovery. Has a minimum height requirement''
 
----
----
The {{clr|4|H}} version is better used to harass the opponent in neutral, or in combos due to its longer hitstun.
The {{clr|4|H}} version is better used to harass the opponent in neutral, or in combos due to its longer hitstun.
*{{clr|4|H}} version goes at about a 60 degree angle.
*{{clr|4|H}} version goes at about a 60 degree angle.
*Significant landing recovery.
*Significant landing recovery.
*3F FRC point at 14~16F, as soon as the projectile begins to fly.
*FRC restores air options.
**FRC restores air options.
}}


'''Additional Frame Data:''' ''Ky is in crouching state during landing recovery. Has a minimum height requirement''
===<big>Charged Stun Edge</big>===
 
{{InputBadge|{{clr|5|236D}}}}
 
{{GGACREX_Move_Card
</div>
|chara=Ky Kiske EX
</div>
|input=236D
|description=
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.
}}


===<big>Air Charged Stun Edge</big>===
===<big>Air Charged Stun Edge</big>===
<span class="input-badge">'''{{clr|5|j.236D}}'''</span>
{{InputBadge|{{clr|5|j.236D}}}}
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=j.236D
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Ky_ACSE.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
 
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|j.236D}}
|}
==== ====
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}}.
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}}.
*2F FRC point at 21~22F, just as Ky flourishes to unleash the projectile.
*FRC point '''does not''' reset your jump options like the Air Stun Edge FRCs do.
**This FRC '''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.
**FRCing can cause the projectile to change directions to face the opponent.
*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.  
*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.  
**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.
**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''
 
</div>
</div>


===<big>Vapor Thrust</big>===
===<big>Vapor Thrust</big>===
<span class="input-badge">'''{{clr|3|623S}}/{{clr|4|H}} (Air OK)'''</span>
{{InputBadge|{{clr|3|623S}}\{{clr|4|623H}}}} '''(Air OK)'''
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=623S,623H,j.623S/H
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Ky_VaporThrust.png|High into the atmosphere.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
 
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR|version=yes}}
|-
{{AttackVersion|name=Ground {{clr|3|S}}}}
{{#lst:{{PAGENAME}}/Data|623S}}
|-
{{AttackVersion|name=Ground {{clr|4|H}}}}
{{#lst:{{PAGENAME}}/Data|623H}}
|-
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.623S/H}}
|}
==== ====
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.
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.
'''Additional Frame Data:''' ''Fully invincible 1~8F. Ky is airborne from 9F onwards. Floats opponent on hit (untechable for 50F). Initial prorate 80%.''
----
----
*{{clr|4|H}} version's invul extends into active frames, so it's strictly better to use if you're getting jumped at.
{{clr|4|H}} version's invul extends into active frames, so it's strictly better to use if you're getting jumped at.
*Launches the opponent lower than S version
*Launches the opponent lower than S version
'''Additional Frame Data:''' ''Fully invincible 1~10F. Strike invincible 11~15F. Ky is airborne from 11F onwards. Initial prorate 80%.''
----
----
 
Air version mostly sees use as a combo filler.
*Air version mostly sees use as a combo filler.
}}
 
'''Additional Frame Data:''' ''Strike invincible 1~10F. Floats opponent on hit (untechable for 45F). Can cancel into Lightning Javelin from 15~33F''
 
</div>
</div>


===<big>Strike Through</big>===
===<big>Strike Through</big>===
<span class="input-badge">'''Vapor Thrust/Grand Vapor Thrust -> {{clr|2|214K}}'''</span>
{{InputBadge|Vapor Thrust > {{clr|2|214K}}\{{clr|3|214S}} > {{clr|2|214K}}}}
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=623S > 214K
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Ky-EX_SlashThrough.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
 
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR|version=yes}}
|-
{{AttackVersion|name={{clr|2|214K}}}}
{{#lst:{{PAGENAME}}/Data|623S/H 214K}}
|}
==== ====
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.
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.
</div>
}}
</div>


===<big>Needle Spike</big>===
===<big>Needle Spike</big>===
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span>
{{InputBadge|{{clr|2|236K}} (Air OK)}}
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=236K,j.236K
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Ky-EX_NeedleSpike.png|2nd hit won't combo if you do it too close to the opponent.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
 
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|236K}}
|-
{{#lst:{{PAGENAME}}/Data|j.236K}}
|}
==== ====
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.
A sword slash that floats followed by a divekick that knocks down. The kick part is an overhead, but since it's telegraphed by the first hit, it's more of a close ranged combo ender into fireball oki.
----
----
The aerial version just does the kick, before Ky falls straight down. Can be used to change your air momentum, but if you tiger knee the input, it becomes a fast, difficult to react to overhead. Not a lot of reward, but does lead into knockdown and lets you start your offense back up.
The aerial version just does the kick, before Ky falls straight down. Can be used to change your air momentum, but if you tiger knee the input, it becomes a fast, difficult to react to overhead. Not a lot of reward, but does lead into knockdown and lets you start your offense back up. Potentially going for this overhead combined with 236D FRC oki can keep you safer on block and increase reward.
</div>
}}
</div>


===<big>Greed Sever</big>===
===<big>Greed Sever</big>===
<span class="input-badge">'''{{clr|2|236[K]}}'''</span>
{{InputBadge|{{clr|2|236[K]}}}}
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=236[K]
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Ky-EX_GreedSever.png|Good for opponents who are actually asleep
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
 
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|236[K]}}
|}
==== ====
Uses the first hit of Needle Spike and the actual Greed Sever part takes years to happen. While not useful as a mixup, this move travels across almost the entire screen with a massive hitbox while being safe on block unless it's air blocked. Has an FRC on frames 26-28 which is mostly useless but it lets you get in with a bizarre jump in angle.
Uses the first hit of Needle Spike and the actual Greed Sever part takes years to happen. While not useful as a mixup, this move travels across almost the entire screen with a massive hitbox while being safe on block unless it's air blocked. Has an FRC on frames 26-28 which is mostly useless but it lets you get in with a bizarre jump in angle.
</div>
}}
</div>


===<big>Crescent Slash</big>===
===<big>Crescent Slash</big>===
<span class="input-badge">'''{{clr|2|214K}}'''</span>
{{InputBadge|{{clr|2|214K}}}}
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=214K
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
Another glorious return from GGX, this rising overhead is fast, low crushes, is silent during startup, and leads into an air combo. Better as a direct mixup than Greed Sever, although the startup can still be spotted by astute players and punished accordingly. This should be one of your primary mixups of choice.  
GGAC_Ky-EX_CrescentSlash.png|
}}
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
 
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|214K}}
|}
==== ====
Another glorious return from GGX, this rising overhead is fast, low crushes, is silent during startup, and leads into an air combo. Better as a direct mixup than Greed Sever, although the startup can still be spotted by astute players.  
</div>
</div>
<br style="clear:both;"/>


===<big>Grand Vapor Thrust</big>===
===<big>Grand Vapor Thrust</big>===
<span class="input-badge">'''{{clr|3|214S}} '''</span>
{{InputBadge|{{clr|3|214S}}}}
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=214S
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
Ky slides along the ground and swings his sword, before rising into a Vapor Thrust that can be followed with Slash Through. Very useful for converting your ground strings since it goes far and always gives a knockdown. Has an FRC at frame 15 that can be used for even better conversions. The first hit can pass through the opponent, but you need to utilize the FRC point to mitigate risk/reward in your favor.  
GGAC_Ky-EX_GrandVaporThrust.png|
Still, it's a spectacular combo ender/extender from further ranges and a strong mixup tool with meter.
</gallery>
}}
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
 
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|214S}}
|}
==== ====
Ky slides along the ground and swings his sord, before rising into a Vapor Thrust that can be followed with Slash Through. Very useful for converting your ground strings since it goes far and always gives a knockdown. Has an FRC at frame 15 that can be used for even better conversioins. 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.
</div>
</div>
<br style="clear:both;"/>


===<big>Elegant Slash</big>===
===<big>Elegant Slash</big>===
<span class="input-badge">'''{{clr|1|623P}} '''</span>
{{InputBadge|{{clr|1|623P}}}}
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=623P
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
Fast command throw that leads into a small air combo similar to Crescent Slash. This turns Ky's tick throw game into something especially scary, since he doesn't need to rely on an FRC to get conversions. Though, don't be confused - the damage potential from this isn't nearly as high as normal Sol's Wild Throw
GGAC_Ky-EX_ElegantSlash.png|Civilized Throw
}}
</gallery>
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
 
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|623P}}
|}
==== ====
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.
</div>
</div>
<br style="clear:both;"/>


==Force Breaks==
==Force Breaks==
===<big>Lightning Sphere</big>===
===<big>Lightning Sphere</big>===
<span class="input-badge">'''Charged Stun Edge -> {{clr|5|4D}}'''</span>
{{InputBadge|{{clr|5|236D}} > {{clr|5|214D}}}}
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=236D > 214D
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
A powerful attack that's performed during the startup of 236D. Great in neutral for suddenly filling the space in front of you, in blockstrings for resetting pressure, and in combos. Often you can catch an opponent reacting to the startup of 236D and attempting to jump over it with this attack. <b>Does not</b> vacuum anymore, but still decent.
GGAC_Ky_Orb.png|'''Through the gates of heaven...'''
 
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
 
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|236D 4D}}
|}
==== ====
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.
*[[GGACR/Offense#Vacuum|Vacuums]] opponent.
*Must be blocked with FD in the air.
*Must be blocked with FD in the air.
*Can be cancelled into Charge Drive.
*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''
</div>
</div>


===<big>Charge Drive</big>===
===<big>Charge Drive</big>===
<span class="input-badge">'''Lightning Sphere -> {{clr|5|46D}}'''</span>
{{InputBadge|{{clr|5|236D}} > {{clr|5|214D}} > {{clr|5|46D}}}}
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=236D > 214D > 46D
Images =  
|description=
<gallery widths="210px" heights="210px" mode="nolines">
Finishing blow followed up from Lightning Sphere. Deals a high amount of stun and blows the opponent away. Does not wallstick anymore.
GGAC_Ky_ChargeDrive.png|'''...to the altars of hell'''
}}
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">


</gallery>
===<big>Lightning Strike</big>===
</tabber>
{{InputBadge|{{clr|5|222D}}}}
</div>
{{GGACREX_Move_Card
<div class="attack-info">
|chara=Ky Kiske EX
{| class="wikitable attack-data"
|input=222D
{{FrameDataHeader-GGACR}}
|description=
|-
Like the one from his normal version, but can be used at any time and while the opponent is anywhere on screen, including midair. Great for sniping characters at a distance but it can't be used too recklessly with its long recovery.
{{#lst:{{PAGENAME}}/Data|236D 4D 46D}}
}}
|}
==== ====
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.
 
'''Additional Frame Data''' ''Forced prorate 70%. Wallsticks opponent on hit (untechable for 80F, sticks for 60F)''
</div>
</div>


===<big>Stun Rays</big>===
===<big>Stun Rays</big>===
<span class="input-badge">'''{{clr|5|j.214D}}'''</span>
{{InputBadge|{{clr|5|j.214D}}}}
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=j.214D
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
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. Cannot be used while Charged Stun Edge is onscreen
GGAC_Ky_jD.png|Looks just like {{clr|5|j.D}}, but has a lot of special properties.
</gallery>
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
 
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|j.214D}}
|}
==== ====
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.


*Must be blocked in the air with Faultless Defense
*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.
*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''
}}
</div>
</div>
===<big>Lightning Strike</big>===
<span class="input-badge">'''{{clr|5|222D}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Ky_LightningStrike.png|Holy shit guys, we solved the Justice matchup
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
 
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|222D}}
|}
==== ====
Like the one from his normal version, but can be used at any time and while the opponent is anywhere on screen, including midair. Great for sniping characters at a distance but it can't be used too recklessly with its long recovery.
</div>
</div>
<br style="clear:both;"/>


==Overdrives==
==Overdrives==
===<big>Ride the Lightning</big>===
===<big>Ride the Lightning</big>===
<span class="input-badge">'''{{clr|4|632146H}} (Air OK)'''</span>
{{InputBadge|{{clr|4|632146H}} (Air OK)}}
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=632146H,j.632146H
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Ky_RTL.png|'''Lies, you don't ride it'''
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
 
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR|version=yes}}
|-
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|632146H}}
|-
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.632146H}}
|}
==== ====
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.
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.
</div>
----
</div>
The air version can be used as an instant crossup, and it can even lead to a combo on hit, but there's arguably better ways to spend meter.
}}


===<big>Sacred Edge</big>===
===<big>Sacred Edge</big>===
<span class="input-badge">'''{{clr|1|632146P}} (Air OK)'''</span>
{{InputBadge|{{clr|1|632146P}} (Air OK)}}
<div class="attack-container">
{{GGACREX_Move_Card
<div class="attack-gallery">
|chara=Ky Kiske EX
<tabber>
|input=632146P,j.632146P
Images =  
|description=
<gallery widths="210px" heights="210px" mode="nolines">
Same animation as the normal version, but the projectile lingers a bit before going forward, making it a bit harder to use compared to before. Still can be used for combo extensions in the corner, and depending on the spacing they may even be more lenient with the lingering.
GGAC_Ky_SacredEdge.png|'''Burned by the glory of a sacred fire'''
----
</gallery>
The air versions is more functionally similar to the old one, instantly flying across the screen. On top of that, you can air dash after it even if TKed, making it a pretty good pressure reset and approach tool, although there aren't too many situations where you'd wanna use it over Aerial Stun Edge FRC.
|-|
}}
Hitboxes =  
 
<gallery widths="210px" heights="210px" mode="nolines">
==Instant Kill==
===<big>Rising Force</big>===
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}
{{GGACREX_Move_Card
|chara=Ky Kiske EX
|input=236236H
|description=
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 {{MiniMoveCard|chara=A.B.A|input=Suka Motion}}.
}}


</gallery>
==Full Frame Data==
</tabber>
===Normal Moves===
</div>
{{#cargo_query:tables=MoveData_GGACREX
<div class="attack-info">
|fields=input,damage,gbp,gbm,prorate,guard,level,cancel,tension,startup,active,recovery,onBlock,invuln,blockstun,groundHit,airHit,hitstop,images,hitboxes,notes
{| class="wikitable attack-data"
|where=chara="Ky Kiske EX" and type="normal"
{{FrameDataHeader-GGACR|version=yes}}
|format=dynamic table|order by=_rowID|rows per page=50
|details fields=notes,images,hitboxes
}}
 
===Universal Mechanics===
{{#cargo_query:tables=MoveData_GGACREX
|fields=name,damage,gbp,gbm,prorate,guard,level,cancel,tension,startup,active,recovery,onBlock,invuln,blockstun,groundHit,airHit,hitstop,images,hitboxes,notes
|where=chara="Ky Kiske EX" and type="other"
|format=dynamic table|order by=_rowID|rows per page=50
|details fields=notes,images,hitboxes
}}
 
===Special Moves===
{{#cargo_query:tables=MoveData_GGACREX
|fields=input,name,damage,gbp,gbm,prorate,guard,level,cancel,tension,startup,active,recovery,onBlock,invuln,blockstun,groundHit,airHit,hitstop,images,hitboxes,notes
|where=chara="Ky Kiske EX" and type="special"
|format=dynamic table|order by=_rowID|rows per page=50
|details fields=notes,images,hitboxes
}}
 
===Force Breaks===
{{#cargo_query:tables=MoveData_GGACREX
|fields=input,name,damage,gbp,gbm,prorate,guard,level,cancel,tension,startup,active,recovery,onBlock,invuln,blockstun,groundHit,airHit,hitstop,images,hitboxes,notes
|where=chara="Ky Kiske EX" and type="forcebreak"
|format=dynamic table|order by=_rowID|rows per page=50
|details fields=notes,images,hitboxes
}}
 
===Overdrives===
{{#cargo_query:tables=MoveData_GGACREX
|fields=input,name,damage,gbp,gbm,prorate,guard,level,cancel,tension,startup,active,recovery,onBlock,invuln,blockstun,groundHit,airHit,hitstop,images,hitboxes,notes
|where=chara="Ky Kiske EX" and type="super"
|format=dynamic table|order by=_rowID|rows per page=50
|details fields=notes,images,hitboxes
}}
 
===Instant Kill===
{{#cargo_query:tables=MoveData_GGACREX
|fields=input,name,damage,gbp,gbm,prorate,guard,level,cancel,tension,startup,active,recovery,onBlock,invuln,blockstun,groundHit,airHit,hitstop,images,hitboxes,notes
|where=chara="Ky Kiske EX" and type="instantkill"
|format=dynamic table|order by=_rowID|rows per page=50
|details fields=notes,images,hitboxes
}}
 
==Gatling Options==
Loses gatlings related to former {{MMC|input=6H}}, otherwise unchanged.
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|+Ground Gatlings
|-
!
! P !! K !! S !! H !! D !! Cancel
|-
! {{MiniMoveCard|game=GGACREX|chara=Ky Kiske EX|input=5P}}
| {{color|green|5P<sup>[+]</sup>, 2P<sup>[+]</sup>, 6P<sup>[+]</sup>}} || {{color|green|5K<sup>[+]</sup>, 2K<sup>[+]</sup>}}, 6K || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Special
|-
|-
{{AttackVersion|name=Ground}}
! {{MiniMoveCard|game=GGACREX|chara=Ky Kiske EX|input=2P}}
{{#lst:{{PAGENAME}}/Data|632146P}}
| {{color|green|5P<sup>[+]</sup>, 2P<sup>[+]</sup>, 6P<sup>[+]</sup>}} || {{color|green|5K<sup>[+]</sup>, 2K<sup>[+]</sup>}}, 6K || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Special
|-
! {{MiniMoveCard|game=GGACREX|chara=Ky Kiske EX|input=6P}}
| - || 6K || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Special
|-
! {{MiniMoveCard|game=GGACREX|chara=Ky Kiske EX|input=5K}}
| 6P || 6K || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Special
|-
! {{MiniMoveCard|game=GGACREX|chara=Ky Kiske EX|input=2K}}
| 6P || 6K || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Special
|-
! {{MiniMoveCard|game=GGACREX|chara=Ky Kiske EX|input=6K}}
| - || - || - || - || - || Special
|-
! {{MiniMoveCard|game=GGACREX|chara=Ky Kiske EX|input=c.S}}
| 6P || 6K || f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Special
|-
! {{MiniMoveCard|game=GGACREX|chara=Ky Kiske EX|input=f.S}}
| - || 6K || 2S || 6H || 5D, 2D || Special
|-
! {{MiniMoveCard|game=GGACREX|chara=Ky Kiske EX|input=2S}}
| - || 6K || - || 5H, 2H, 6H || 5D, 2D || Special
|-
! {{MiniMoveCard|game=GGACREX|chara=Ky Kiske EX|input=5H}}
| - || 6K || - || - || 5D, 2D || Special
|-
! {{MiniMoveCard|game=GGACREX|chara=Ky Kiske EX|input=2H}}
| - || - || - || - || 5D, 2D || Jump, Special
|-
! {{MiniMoveCard|game=GGACREX|chara=Ky Kiske EX|input=6H}}
| - || - || - || - || - || Jump, Special
|-
! {{MiniMoveCard|game=GGACREX|chara=Ky Kiske EX|input=5D}}
| - || - || - || - || - || Homing Jump
|-
! {{MiniMoveCard|game=GGACREX|chara=Ky Kiske EX|input=2D}}
| - || - || - || - || - || Jump, Special
|-
|-
{{AttackVersion|name=Aerial}}
{{#lst:{{PAGENAME}}/Data|632146P}}
|}
|}
==== ====
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.
</div>
</div>
<br style="clear:both;"/>


==Instant Kill==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
===<big>Rising Force</big>===
|+Air Gatlings
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span>
|-
<div class="attack-container">
!
<div class="attack-gallery">
! P !! K !! S !! H !! D !! Cancel
<tabber>
|-
Images =  
! {{MiniMoveCard|game=GGACREX|chara=Ky Kiske EX|input=j.P}}
<gallery widths="210px" heights="210px" mode="nolines">
| {{color|green|j.P<sup>[+]</sup>}} || {{color|green|j.K<sup>[+]</sup>}} || j.S || j.H || j.D || Jump, Special
GGAC_Ky_IK.png|'''Thunder and spark, in the heart of the dark'''
|-
</gallery>
! {{MiniMoveCard|game=GGACREX|chara=Ky Kiske EX|input=j.K}}
|-|
| j.P || - || j.S || j.H || j.D || Special
Hitboxes =  
|-
<gallery widths="210px" heights="210px" mode="nolines">
! {{MiniMoveCard|game=GGACREX|chara=Ky Kiske EX|input=j.S}}
 
| j.P || - || - || j.H || - || Jump, Special
</gallery>
|-
</tabber>
! {{MiniMoveCard|game=GGACREX|chara=Ky Kiske EX|input=j.H}}
</div>
| - || - || - || - || - || Special
<div class="attack-info">
|-
{| class="wikitable attack-data"
! {{MiniMoveCard|game=GGACREX|chara=Ky Kiske EX|input=j.D}}
{{FrameDataHeader-GGACR}}
| - || - || - || - || - || -
|-
|-
{{#lst:{{PAGENAME}}/Data|IK}}
|}
|}
==== ====
*5D can be only canceled into Homing Jump on ground hit
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>
:'''X''' = X is available on hit or block
'''Additional Frame Data''' ''IK mode activation: 46F''
:{{color|green|'''X<sup>[+]</sup>''' <nowiki>=</nowiki> X is available on hit, block, or whiff}}
</div>
</div>
<br style="clear:both;"/>
 
==Colors==
{{GGACRColors|Size=120|Character=Ky Kiske}}
<br style="clear:both;"/>


==External References==
==Navigation==
==Navigation==
<center>{{Character Label|GGACR|Ky Kiske|32px}}</center>
<center>{{Character Label|GGACR|Ky Kiske|size=42px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{GGACR/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{#lst:GGACR/Navigation}}
{{#lst:GGACR/Navigation}}

Latest revision as of 05:23, 13 December 2023


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

Template:CharaOverview

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 5 4 6 0

A well-rounded jab. Ky generally has better options for most situations but you can set up frame traps, bait Bursts, and anti-air with it.

  • Good vertical range.
  • Nice backup anti-air when 6P would fail (like if you were crossed up).
  • Gatlings into any other attack.

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
3 8 1 10 10

5K

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

Ky's main normal for okizeme and low mixup. Super fast, active for a long time, and hits low.

  • Hits surprisingly high up.
  • Active enough to catch backdashes.

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
80% 3 8 1 10 10

c.S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 7 2 18 -3

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

  • Lots of options on hit or block.
  • Hits really high up, so it works as an anti-air.
  • Preferred normal to throw option select with.
  • Preferred normal to Jump Install in specific combos.
  • Long hitstun on CH, enough to combo into 6H.
  • Often used to frame trap due to its high reward on CH.

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
14 6 4 17 16

f.S

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

A long reaching normal best used to space out your opponent from medium to far range. Usually cancelled into 2S or Stun Edge, depending on range. It's recommended to be careful using it against characters who have low profiling moves such as Stun Dipper and Grand ViperGGAC Sol 214S-2.pngGuardLow×7, MidStartup17Recovery37Advantage-21 along with Zappa's run and Faust's crouch walk.

  • Extends hurtbox significantly.

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

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

5H

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

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

Gatling Options: 6K, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20 6 5 19 18
  • Staggers on ground CH (max 35F)

5D

Damage Guard Startup Active Recovery On-Block Invuln
15 High 23 4 22 -12

A long range overhead cancellable from a lot of normals. Unsafe on block, but the opponent might have some trouble punishing it if used further away. On hit, you can do a simple Dust combo or go for harder, more optimal Impossible Dust combos.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 20 3 Launch 48 14

6P

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

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

  • Its invul can be used to beat some defensive options, such as DAA, or Vapor Thrust.
  • Often used as a frame trap due to high reward on CH.

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
90% 10 7 3 14 14
  • Blows back opponent on CH (untechable for 56F on ground hit, air hit for 28F)

6K

Damage Guard Startup Active Recovery On-Block Invuln
36 Mid 20 2 11 +4

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

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

6H

Damage Guard Startup Active Recovery On-Block Invuln
36×2 Mid 23 8,1 3 +15

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

The Option Select works because 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 Sol it's a 1F window to correctly bait his H DP and have the second hit of 3H connect, because it has only 5F of startup. Against Normal Ky you have a much larger window due to his Vapor Thrust having 11F of startup. Will not OS reversals that are 4F or faster.

  • Forces opponent into crouching state on hit.
  • Heavily increases Guard Gauge.
  • The 2nd hit is a common target for SB. Though this will negate Ky's absurd frame advantage, he is still safe.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10×2 8×2 5 Crouch 20 18

2P

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

Ky's fastest normal, making it a great combo tool for making links as stable as possible, setting up tick throws and frame traps, and for mashing out of pressure.

  • Though this is his fastest normal, 2K may be the preferred link in certain situations where its superior range is necessary.

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
80% 3 8 1 10 10

2K

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

A fast, low risk poke in neutral, especially when dashing in.

  • Has very good range for its speed.
  • Being low to the ground avoids airdash attacks.

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
70% 3 8 1 10 10

2S

Damage Guard Startup Active Recovery On-Block Invuln
25 Low 9 2 13 -1

A superb, low risk neutral tool for spacing the opponent out and ending pressure at range. Covers a lot of options that Ky's standing pokes lose to, including very low-profile moves such as Sol's Grand Viper and 2D. Often cancelled into Stun Edge on hit or block, or layered with a 2D input to combo into a knockdown at closer ranges.

  • Quite a disjointed hitbox.
  • Being low to the ground avoids airdash attacks.

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

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

2H

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

A huge anti-air that can also be used as a poke to cover many options in neutral at once. Because it's a bit slow and has no upper body invulnerability, it's usually used as a preemptive anti-air to beat airdashes and stop the opponent from jumping out of pressure. On block it's very safe since it can be jump canceled. The recovery on this move isn't insignificant, but it's quick for what it is.

Hits twice with EX Ky but is otherwise identical.

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

Gatling Options: 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
14×2 10×2 4 17 19
  • Floats on CH (untechable for 38F)

2D

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

Used in combos to knock down into okizeme and at the end of blockstrings to disengage using a jump cancel. Cancel into Stun Edge FRC, Sacred Edge, or Lightning Sphere to extend combos or reset pressure.

  • Hilariously long active frames
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 7 3 Down 14

j.P

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

A fast airborne poke. It has somewhat short range and doesn't hit below Ky so it isn't very good for hitting an opponent under you. Used while rising to check the opponent or to interrupt something. Usually canceled into from better jump ins like j.S.

  • Cancels into j.D to start tricky mixup situations.
  • Burst safe.

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
3 8 1 10 10

j.K

Damage Guard Startup Active Recovery On-Block Invuln
16 High/Air 7 8 8

A big air poke used to stuff moves from far away. Great in general for air-to-air fights.

  • Crosses up.
  • Not jump cancellable, so cancels into j.P or j.S for air combos.
  • Cancels into j.D to start tricky mixup situations.

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
3 9 1 10 10

j.S

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

A versatile move. It's a strong jump-in attack, is used in airdash high/low mixups off of Charged Stun Edge FRC, and cross-ups after a Lightning Javelin knockdown. You can also apply advanced F-Shiki mixups off of a deep j.S due to its big vertical hitbox.

  • Crosses up.
  • Air combo filler.

Gatling Options: j.P, j.H

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

j.H

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

A massive swipe that's great for space control, and Ky's go-to landing move, especially when performing a safejump. Cancel into Stun Edge when it's blocked to keep the pressure up. Its startup frames are also useful when doing empty jump mixups, where you would fake it hitting overhead.

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

j.D

Damage Guard Startup Active Recovery On-Block Invuln
40 All 38 13 Total 31+8 after landing

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

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

  • Stops Ky's air momentum on use.
  • Remains even if Ky blocks, but disappears if Ky is hit.
  • Hard to hit short characters like Zappa and Faust.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10 7 3 Launch 28
  • Launches higher on CH (untechable for 46F)
  • Ky is in CH state 1~15F, remains in place
  • Is a projectile
  • If j.D makes contact with a projectile, j.D's hitbox immediately disappears
  • Cannot perform 2nd j.D until first j.D has disappeared

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 43 pixels

A basic throw, but vital nonetheless. Option Select offensively with c.S, or defensively with 6P. FRC just as Ky's sword hits the ground for a combo to make your mixup more punishing.

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

Air Throw

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

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

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

Dead Angle Attack

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

While useful in a pinch, Ky has a lot of defensive options you should consider using before committing to this unsafe guard cancel.

  • Wallbounces in the corner.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
50% 10 7 3 Launch 28 + WBounce 14 + WBounce

Special Moves

Stun Edge

236S or j.236H

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

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

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

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

H Stun Edge moves faster, but has longer startup and recovery. It's good in neutral situations and in combos where the S version doesn't work.

Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
236S 3 6 5 14 18
236H 3 6 5 17 20

236S:

  • FRC timing 22~23F
  • Ky is in CH state 1~21F

236H:

  • FRC timing 25~26F
  • Ky is in CH state 1~24F

Air Stun Edge

j.236S or j.236H

Version Damage Guard Startup Active Recovery On-Block Invuln
j.236S 33 All 15 Total 59+14 after landing
j.236H 33 All 13 Total 56+14 after landing

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

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

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

  • H version goes at about a 60 degree angle.
  • Significant landing recovery.
  • FRC restores air options.
Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
j.236S 0 7 3 14 18
j.236H 0 6 4 17 16

j.236S:

  • FRC timing 16~18F
  • Ky is in crouching state during landing recovery
  • FRCing restores jump options
  • Has a minimum height requirement

j.236H:

  • FRC timing 14~16F
  • Ky is in crouching state during landing recovery
  • FRCing restores jump options
  • Has a minimum height requirement

Charged Stun Edge

236D

Damage Guard Startup Active Recovery On-Block Invuln
20×3 All 43 Total 68 +18

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

  • Travels nearly fullscreen.
  • FRC point can be used to create opportunities in neutral, or set up high/low mixup on okizeme.
    • Jumping immediately after an FRC makes the projectile follow Ky into the air, controlling a large amount of space. Input forward for a moment before jumping to cancel the follow effect.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
3×3 6×3 4 17 20
  • FRC timing 31~32F
  • Can cancel into Lightning Sphere from 9~27F
  • Movement immediately after the FRC affects the position of the projectile

Air Charged Stun Edge

j.236D

Damage Guard Startup Active Recovery On-Block Invuln
20×3 All 31 Total 63+14 after landing

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

  • FRC point does not reset your jump options like the Air Stun Edge FRCs do.
  • FRCing can cause the projectile to change directions to face the opponent.
  • The infamous "shtkn strat" j.236D FRC negative edge a j.236H! If you do this right, Ky will effectively do 2 air fireballs that cover a big part of the playing field.
    • While you won't do much damage off this, You can use it to keep the opponent away and catch unsuspecting enemies that try to air dash or jump at you.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
3×3 6×3 5 19 25
  • FRC timing 21~22F
  • Ky is in crouching state during landing recovery
  • Has a minimum height requirement

Vapor Thrust

623S or 623H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
623S 40, 25 Mid 5 2(2)3 32+9 after landing -30 1~8F All
623H 40, 25 Mid 7 2(2)4 46+9 after landing -45 1~10F All
11~15F Strike
j.623S/H 35, 20 All 7 2(2)3 Until landing+9 1~10F Strike

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


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

  • Launches the opponent lower than S version

Air version mostly sees use as a combo filler.

Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
623S 10×2 7×2 3 Launch 28, 35
623H 10×2 7×2 3 Launch 28, 45
j.623S/H 10×2 7×2 3 Launch 28, 35

623S:

  • Ky is airborne from 9F onwards
  • Can cancel into Strike Through on 22F

623H:

  • Ky is airborne from 11F onwards
  • Can cancel into Strike Through on 31F

j.623S/H:

  • Can cancel into Strike Through on 26F

Strike Through

Vapor Thrust > 214K or 214S > 214K

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

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

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

Needle Spike

236K (Air OK)

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

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


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

Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
236K 10, 8 7×2 3 Launch 24, 26
j.236K 8 7 3 Launch 26

236K:

  • Ky is airborne from 16F onwards

j.236K:

Greed Sever

236[K]

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

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

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

Crescent Slash

214K

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

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

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

Grand Vapor Thrust

214S

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

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

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

Elegant Slash

623P

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

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

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

Force Breaks

Lightning Sphere

236D > 214D

Damage Guard Startup Active Recovery On-Block Invuln
24×3 Mid 6 34 4 +8

A powerful attack that's performed during the startup of 236D. Great in neutral for suddenly filling the space in front of you, in blockstrings for resetting pressure, and in combos. Often you can catch an opponent reacting to the startup of 236D and attempting to jump over it with this attack. Does not vacuum anymore, but still decent.

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

Charge Drive

236D > 214D > 46D

Damage Guard Startup Active Recovery On-Block Invuln
130 All 7+13 15 35 -31

Finishing blow followed up from Lightning Sphere. Deals a high amount of stun and blows the opponent away. Does not wallstick anymore.

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

Lightning Strike

222D

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

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

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

Stun Rays

j.214D

Damage Guard Startup Active Recovery On-Block Invuln
18×2 Mid 45 161 Total 22

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

  • Must be blocked in the air with Faultless Defense
  • Be sure to space it correctly (or be in the air) when the opponent wakes up in order to avoid being thrown.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
0 7×2 3 22 40
  • Floats opponent on CH (untechable for 60F)
  • Ky is in CH state 1~15F
  • Has a minimum height requirement
  • Projectile guaranteed to appear after 12F

Overdrives

Ride the Lightning

632146H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
632146H 60, 12×2, 40 All 7+0 8(5)30 Total 48 -8 1~11F Strike
j.632146H 60, 12×2, 40 All 4+0 8(5)30 1 1~6F Strike

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


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

Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
632146H 20, 10×3 6, 7×3 5, 3×3 Launch 60, 40 + WBounce×3
j.632146H 20, 10×3 6, 7×3 5, 3×3 Launch 60, 40 + WBounce×3

632146H:

  • Dizzy modifier: 1st hit: x0.25, 2-4th hits: x0
  • 4th hit blows opponent back

j.632146H:

  • Dizzy modifier: 1st hit: x0.25, 2-4th hits: x0
  • 4th hit blows opponent back

Sacred Edge

632146P (Air OK)

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

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


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

Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
632146P 3×5 6×5 5 19 30
j.632146P 3×5 6×5 5 19 30

632146P:

  • FRC timing 13~14F

j.632146P:

  • FRC timing 9~12F

Instant Kill

Rising Force

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal All 9+8 3 45 -29

Ky's Instant Kill is actually pretty fast and far-reaching. This makes it exceptionally useful (by IK standards, anyway) if you are able to stun your opponent or if you are fighting ABA and force her into Suka MotionGGAC ABA sukaMotion.pngGuardStartupRecoveryTotal 52Advantage-.

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

Full Frame Data

Normal Moves

input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
5P 8 3 8 Mid 1 CSJR 1.44 5 4 6 0 9 10 10 11
5K 12 3 8 80% Low 1 SJR 1.44 5 8 7 -5 9 10 10 11
c.S 28 14 6 Mid 4 SJR 3.84 7 2 18 -3 16 17 16 14
f.S 28 10 7 Mid 3 SR 2.64 10 6 19 -11 13 14 14 13
5H 37 20 6 Mid 5 SR 3.84 11 4 13 +2 18 19 18 15
5D 15 8 20 High 3 R 2.64 23 4 22 -12 13 Launch 48 14 13
6P 30 10 7 90% Mid 3 SR 2.64 9 5 15 -6 1~6F Upper Body
7~13F Above Knees
13 14 14 13
6K 36 14 6 Mid 4 SR 3.84 20 2 11 +4 16 Launch 35 + Slide 34 14
6H 36×2 10×2 8×2 Mid 5 SJR 3.84×2 23 8,1 3 +15 18 Crouch 20 18 15
2P 8 3 8 80% Mid 1 CSR 1.44 4 4 5 +1 9 10 10 11
2K 14 3 8 70% Low 1 SR 1.44 5 4 6 0 9 10 10 11
2S 25 8 7 Low 3 SR 2.64 9 2 13 -1 13 14 14 13
2H 28×2 14×2 10×2 Mid 4 SJR 3.84×2 11 1,4 20 -7 16 17 19 14
2D 30 8 7 Low 3 SJR 2.64 7 12 12 -10 13 Down 14 13
j.P 12 3 8 High/Air 1 CSJR 1.44 6 6 6 9 10 10 11
j.K 16 3 9 High/Air 1 SR 1.44 7 8 8 9 10 10 11
j.S 28 8 8 High/Air 3 SJR 2.64 7 3 21 13 14 14 13
j.H 38 8 7 High/Air 3 SR 2.64 13 4 23 13 14 14 13
j.D 40 10 7 All 3 2.64 38 13 Total 31+8 after landing 13 Launch 28 13

Universal Mechanics

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

Special Moves

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236S S Stun Edge 40 3 6 All 5 F 2.75/4.80 10 Total 41 +2 18 14 18 15
236H H Stun Edge 40 3 6 All 5 F 2.75/4.80 13 Total 52 -6 18 17 20 15
j.236S Air S Stun Edge 33 0 7 All 3 F 1.50/2.40 15 Total 59+14 after landing 13 14 18 13
j.236H Air H Stun Edge 33 0 6 All 4 F 1.50/2.40 13 Total 56+14 after landing 16 17 16 14
236D Charged Stun Edge 20×3 3×3 6×3 All 4 F 2.50/2.40×3 43 Total 68 +18 16 17 20 7
j.236D Air Charged Stun Edge 20×3 3×3 6×3 All 5 F 1.50/2.40×3 31 Total 63+14 after landing 18 19 25 7
623S S Vapor Thrust 40, 25 10×2 7×2 Mid 3 R 2.50/4.80×2 5 2(2)3 32+9 after landing -30 1~8F All 13 Launch 28, 35 13
623H H Vapor Thrust 40, 25 10×2 7×2 Mid 3 R 2.50/4.80×2 7 2(2)4 46+9 after landing -45 1~10F All
11~15F Strike
13 Launch 28, 45 13
j.623S/H Air Vapor Thrust 35, 20 10×2 7×2 All 3 R 2.00/4.80×2 7 2(2)3 Until landing+9 1~10F Strike 13 Launch 28, 35 13
623S &gt; 214K Strike Through 24 10 7 Mid 3 R -/4.80 14 6 Until Landing+9 13 Launch 60 13
236K Needle Spike 24, 36 10, 8 7×2 Mid, High 3 R 1.50/3.60, 4.80 10 3(15)6 5+10 after landing -7 1~3F Strike 13 Launch 24, 26 13
j.236K Air Needle Spike 36 8 7 High 3 R -/4.80 13 6 Until landing+10 13 Launch 26 13
236[K] Greed Sever 24, 46 10, 11 7, 6 100%, 80% Mid, High/Air 3, 4 RF 1.50/3.60×2 10 6(29)14 11 after landing -8 1~3F Strike 13, 16 Launch 26, 45 13, 14
214K Crescent Slash 24 8 10 High/Air 3 R 2.00/6.00 22 3 18+4 after landing -11 7~24F Feet 13 Launch 40 13
214S Grand Vapor Thrust 20, 24, 16 8, 10×2 7×3 Low, Mid×2 3 RF 2.00/4.80
2.50/6.00, 4.80
17 8(8)2(3)4 46+9 after landing -45 27~38F All
39~42F Strike
13 Launch 45 13
623P Elegant Slash 70 6, 8 Forced 60% 65 pixels -/8.70 4 1 32 Launch 40

Force Breaks

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

Overdrives

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
632146H Ride the Lightning 60, 12×2, 40 20, 10×3 6, 7×3 All 5, 3×3 7+0 8(5)30 Total 48 -8 1~11F Strike 18, 13×3 Launch 60, 40 + WBounce×3 15, 13×3
j.632146H Air Ride the Lightning 60, 12×2, 40 20, 10×3 6, 7×3 All 5, 3×3 4+0 8(5)30 1 1~6F Strike 18, 13×3 Launch 60, 40 + WBounce×3 15, 13×3
632146P Sacred Edge 27×5 3×5 6×5 All 5 F 5+3 Total 36 +13 18 19 30 0
j.632146P Air Sacred Edge 27×5 3×5 6×5 All 5 5+0 Total 32 3~7F Strike 18 19 30 0

Instant Kill

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

Gatling Options

Loses gatlings related to former 6HGGAC Ky 6H.pngGuardMidStartup20Recovery17Advantage+2, otherwise unchanged.

Ground Gatlings
P K S H D Cancel
5PGGAC Ky 5P.pngGuardMidStartup5Recovery6Advantage0 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special
2PGGAC Ky 2P.pngGuardMidStartup4Recovery5Advantage+1 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special
6PGGAC Ky 6P.pngGuardMidStartup9Recovery15Advantage-6 - 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special
5KGGAC Ky 5K.pngGuardLowStartup5Recovery7Advantage-5 6P 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special
2KGGAC Ky 2K.pngGuardLowStartup5Recovery6Advantage0 6P 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special
6KGGAC Ky 6K.pngGuardMidStartup20Recovery11Advantage+4 - - - - - Special
c.SGGAC Ky cS.pngGuardMidStartup7Recovery18Advantage-3 6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special
f.SGGAC Ky fS.pngGuardMidStartup10Recovery19Advantage-11 - 6K 2S 6H 5D, 2D Special
2SGGAC Ky 2S.pngGuardLowStartup9Recovery13Advantage-1 - 6K - 5H, 2H, 6H 5D, 2D Special
5HGGAC Ky-EX 5H.pngGuardMidStartup11Recovery13Advantage+2 - 6K - - 5D, 2D Special
2HGGAC Ky 2H.pngGuardMidStartup11Recovery20Advantage-7 - - - - 5D, 2D Jump, Special
6HGGAC Ky 3H.pngGuardMidStartup23Recovery3Advantage+15 - - - - - Jump, Special
5DGGAC Ky 5D.pngGuardHighStartup23Recovery22Advantage-12 - - - - - Homing Jump
2DGGAC Ky 2D.pngGuardLowStartup7Recovery12Advantage-10 - - - - - Jump, Special
Air Gatlings
P K S H D Cancel
j.PGGAC Ky jP.pngGuardHigh/AirStartup6Recovery6Advantage- j.P[+] j.K[+] j.S j.H j.D Jump, Special
j.KGGAC Ky jK.pngGuardHigh/AirStartup7Recovery8Advantage- j.P - j.S j.H j.D Special
j.SGGAC Ky jS.pngGuardHigh/AirStartup7Recovery21Advantage- j.P - - j.H - Jump, Special
j.HGGAC Ky jH.pngGuardHigh/AirStartup13Recovery23Advantage- - - - - - Special
j.DGGAC Ky jD.pngGuardAllStartup38RecoveryTotal 31+8 after landingAdvantage- - - - - - -
  • 5D can be only canceled into Homing Jump on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

Ky Kiske


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