GGACR/Ky Kiske/EX: Difference between revisions

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Revision as of 08:38, 9 October 2021

Overview

Template:CharaOverview

Guilty Bits Character Intro

Normals

5P

5K

c.S

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

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

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


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

f.S

5H

6P

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

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.

  • 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 DAA, or Vapor Thrust.
  • Floats and blows opponent back a far distance on CH.
  • Often used as a frame trap due to high reward on CH.
  • Sometimes used to start 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.


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

6K

6H

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

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

The Option Select works because 3H's recovery is extremely fast (only 3 frames). If you use it at the correct okizeme timing, you can hit the opponent with the last couple of active frames if they blocked, and recover in time to block if they did an invulnerable attack. This technique becomes more difficult the faster the opponent's reversal is, since the safe window shrinks. For example, against 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.

  • Hits 2 times.
  • 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.

5D

2P

2K

2S

2H

2D

j.P

j.K

j.S

j.H

j.D

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

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

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

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

Additional Frame Data: Floats opponent on ground hit (untechable for 28F). Floats opponent higher on CH (untechable for 46F). Landing recovery 11F. Ky is in CH state until 16F. Is a projectile. If j.D makes contact with another projectile, j.D's hitbox immediately disappears. Cannot perform a second j.D until first j.D disappears.


Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack


Specials

Stun Edge

236S/H

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

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

  • The S version comes out very fast and recovers quickly.
  • Good harassment tool for ending blockstrings and cancelling from f.S or 2S.
  • Opponents can Instant Air Dash over it to punish continued use.
  • 2F FRC point at 22~23F, when Ky's cape comes back to rest on his legs.
    • 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.


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.

Charged Stun Edge

236D

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

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

Air Stun Edge

j.236S/H

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

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.
  • 3F FRC point at 16~18F, just after the projectile begins to fly. Slightly later than H version.
    • FRC restores air options.

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


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.
  • 3F FRC point at 14~16F, as soon as the projectile begins to fly.
    • FRC restores air options.

Additional Frame Data: Ky is in crouching state during landing recovery. Has a minimum height requirement


Air Charged Stun Edge

j.236D

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

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.

  • 2F FRC point at 21~22F, just as Ky flourishes to unleash the projectile.
    • 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.
  • The infamous 'shtkn strat' j.236D FRC negative edge a j.236H! If you do this right, Ky will effectively do 2 air fireballs that cover a big part of the playing field.
    • While you won't do much damage off this, You can use it to keep the opponent away and catch unsuspecting enemies that try to air dash or jump at you.


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

Vapor Thrust

623S/H (Air OK)

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

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%.


  • 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

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.

Additional Frame Data: Strike invincible 1~10F. Floats opponent on hit (untechable for 45F). Can cancel into Lightning Javelin from 15~33F

Strike Through

Vapor Thrust/Grand Vapor Thrust -> 214K

Needle Spike

236K (Air OK)

Greed Sever

236[K]

Crescent Slash

214K


Grand Vapor Thrust

214S


Elegant Slash

623P


Force Breaks

Lightning Sphere

Charged Stun Edge -> 4D

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

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

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

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

Charge Drive

Lightning Sphere -> 46D

Stun Rays

j.214D

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

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.

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

Additional Frame Data 22F hitstun on standing hit. Untechable for 40F. Floats opponent on CH (untechable for 62F). Ky is in CH state until 15F. Hitstop 6F. Has a minimum height requirement. Projectile guaranteed to appear after 12F

Lightning Strike

222D


Overdrives

Ride the Lightning

632146H (Air OK)

Sacred Edge

632146P (Air OK)


Instant Kill

Rising Force

During IK Mode: 236236H


Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


External References

Navigation

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