GGACR/Ky Kiske/Starter

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(For an explanation of notation (ie. 236H), please click here)

Core

Key Moves

  • f.SGGAC Ky fS.pngGuard:
    Mid
    Startup:
    10
    Recovery:
    19
    Advantage:
    -11
    , 2SGGAC Ky 2S.pngGuard:
    Low
    Startup:
    9
    Recovery:
    13
    Advantage:
    -1
    and 5HGGAC Ky 5H.pngGuard:
    Mid
    Startup:
    10
    Recovery:
    12
    Advantage:
    +1
    are your go-to pokes. 2KGGAC Ky 2K.pngGuard:
    Low
    Startup:
    5
    Recovery:
    6
    Advantage:
    0
    , 2S and 2DGGAC Ky 2D.pngGuard:
    Low
    Startup:
    7
    Recovery:
    12
    Advantage:
    -10
    are all strong and fast low pokes (in ascending order of speed and range).
  • 5KGGAC Ky 5K.pngGuard:
    Low
    Startup:
    5
    Recovery:
    7
    Advantage:
    -5
    and 2D are excellent at stuffing approaches as both are active for an unusually long time
  • 2PGGAC Ky 2P.pngGuard:
    Mid
    Startup:
    4
    Recovery:
    5
    Advantage:
    +1
    is your fastest button. 2K is slightly slower but has longer range.
  • c.SGGAC Ky cS.pngGuard:
    Mid
    Startup:
    7
    Recovery:
    18
    Advantage:
    -3
    is an excellent close range button, combo starter and combo filler.
  • All buttons mentioned except for f.S and 5H combo into c.S, and all buttons including c.S will combo into 2D
  • Stun EdgeGGAC Ky StunEdge.pngGuard:
    All
    Startup:
    10
    Recovery:
    Total 41
    Advantage:
    -5
    (236S/H, also works in the air) is your typical "shoto" fireball, but be mindful that Guilty Gear’s movement allows many characters to get around and possibly punish obvious fireballs.
    • Varying up both the ground and aerial Stun Edge versions alongside good use of anti-airs is key.
  • If possible, end your grounded combos with a knockdown, ideally with 2D.

Anti-Airs

  • 6PGGAC Ky 6P.pngGuard:
    Mid
    Startup:
    9
    Recovery:
    15
    Advantage:
    -6
    is your go-to anti-air. Ky’s hurtbox quickly shrinks to his knees, causing many jump-in attacks to miss completely before Ky’s elbow connects.
    • The hurtbox shrinkage applies against everything (not just aerial attacks) and 6P combos into c.S, making it a viable button against grounded attacks.
  • 2HGGAC Ky 2H.pngGuard:
    Mid
    Startup:
    12
    Recovery:
    20
    Advantage:
    -7
    is a slower but taller anti-air, excellent when used preemptively.
  • 5PGGAC Ky 5P.pngGuard:
    Mid
    Startup:
    5
    Recovery:
    6
    Advantage:
    0
    is a quick and surprisingly strong anti-air option despite the hurtbox reduction or range of 6P and 2H respectively.
    • In situations where Ky attempts a 6P antiair but the opponent crosses up, Ky will often successfully antiair with 5P instead, so be ready to cash in with an air route combo (see below).
  • j.PGGAC Ky jP.pngGuard:
    High/Air
    Startup:
    6
    Recovery:
    6
    Advantage:
    -
    and j.KGGAC Ky jK.pngGuard:
    High/Air
    Startup:
    7
    Recovery:
    8
    Advantage:
    -
    are serviceable air-to-airs and great for throw Option Selecting (ie. j.6P+H (press P and H at the same time), this will airthrow if possible; j.P if not.)
  • Unlike many other fighting game Dragon Punches/Shoryukens, do not rely on Vapor ThrustGGAC Ky VaporThrust.pngGuard:
    Mid
    Startup:
    11
    Recovery:
    30+13 after landing
    Advantage:
    -33
    (623S/H, also works in the air) as a go-to anti air due its slow startup and the opponent being able to air block.
    • Vapor Thrust can still be useful for cleanly beating some problem jumping normals from other characters.

Defense

  • For general notes on defense, please click here. Some quick reminders/notes below:
    • As per most 2D fighting games, you should default to crouch blocking and switch to stand blocking on reaction, as low-hitting attacks are both far faster and far more numerous compared to overhead-hitting attacks.
    • Mindlessly mashing buttons either during pressure or waking up from a knockdown is a death sentence against competent players. Default to blocking/Faultless Defense on wakeup. Blocking first will often make escaping pressure or hitting back afterwards far more likely to succeed.
  • Ky's character-specific defensive tool Vapor Thrust (623S/H) has some use as a standard risky reversal. It's best to have 50 meter handy to Roman Cancel, as the move is otherwise massively punishable if blocked.
    • The poor lower hitbox means that it can outright whiff on low-to-the-ground attacks such as Sol's 2D. The slow startup also means that many characters can time an attack to hit you as you wake up but still recover in time to block the Vapor Thrust.
    • The S and H followups stall Ky in the air and also have an Force Roman Cancel point (see the Further Learning section)
  • Ride the Lightning is a 50% meter super that also acts as a reversal. It's as fast as H Vapor Thrust but with a much better advancing hitbox and greater damage.
    • A caveat is that Ride The Lightning can't move through projectiles, making it surprisingly poor against projectile zoning and okizeme.
  • While Ky's reversals are not especially good, his excellent normals (particular his quick 2P) and easy conversions into a knockdown (such as 2P/2K > 2D) lets him steal the turn from the opponent.
Combos

Grounded Combos

  • (Almost any grounded button) > (c.S) > 2D - Flexible and always-relevant combo route that leads to a knockdown. A few other examples of useful routes:
    • 2P/2K > 2D
    • c.S > 5H > 2D
    • 6P > c.S > 2D
    • 5K > 5H > 2D
  • 2K > c.S > 5H > Stun DipperGGAC Ky StunDipper.pngGuard:
    Low, Mid
    Startup:
    8
    Recovery:
    26
    Advantage:
    -15
    (236K) - An example route that leads to a Stun Dipper knockdown
    • Stun Dipper has a lot of use in ending combos in a knockdown where 2D may not reach, but can often not combo correctly otherwise and is unsafe on block.
    • Stun Dipper's animation has Ky slide forward (the first hit) and then slash with his sword (the second.) This does not naturally combo. For both hits to combo, Ky must hit with the tip of his slide so that the second hit happens immediately after.
      • Outside of combos, if Stun Dipper counter hits then it will always combo properly regardless of positioning.
  • c.S > 6KGGAC Ky 6K.pngGuard:
    Mid
    Startup:
    17
    Recovery:
    11
    Advantage:
    +4
    > Stun Edge (236S/H) - Grounded combo route that ends in Stun Edge
    • By itself, this route wouldn't be preferred over a 2D route, but is worth remembering as a combo starter if you eventually wish to learn Stun Edge FRC routes (If interested, please check the Further Learning section)
    • Is a fine blockstring by itself, especially if using the S version of Stun Edge.
  • 5DGGAC Ky 5D.pngGuard:
    High
    Startup:
    25
    Recovery:
    22
    Advantage:
    -12
    on grounded hit > hold 9 > j.S > j.S > j.H > 623H (Vapor Thrust) > S or H followup - grounded Dust combo
    • 5D is a risky overhead (must be blocked standing) and be easily gatling'd into from most of Ky's other normals. Between the slow telegraphed animation and being punishable on block, this should be rarely used to catch the opponent off guard, rather than a staple tool.
      • 5D will only have the special launch property if the opponent is grounded.

Air Routes

Some examples of routes that lead to an air/juggle combo:

  • 5P / 6P > c.S > 2H > … - Anti-air route
  • Greed SeverGGAC Ky GreedSever.pngGuard:
    High/Air
    Startup:
    18
    Recovery:
    5+11 after landing
    Advantage:
    -14
    (214K) > c.S > 2H > … - Greed Sever route
  • Ground Throw (4H or 6H when close to the opponent) > Roman Cancels > c.S > 2H > … - Throw route

After the previous routes you can finish with these:

  • … > 623H (Vapor Thrust) > S or H followup
  • … > j.S > double jump > j.S > j.H > 623H (Vapor Thrust) > S or H followup (can also use this route from an air-to-air such as j.K)
Okizeme

Spending Meter

  • While not character-specific, don't forget to save meter for Faultless Defense and Dead Angle Attack
  • Save 25 meter for Lightning SphereGGAC Ky Orb.pngGuard:
    Mid
    Startup:
    6
    Recovery:
    4
    Advantage:
    +8
    (236D > 4D) This is an all-around excellent tool that can act as an anti-air, pressure extender, approach callout and combo tool.
    • An aerial equivalent is Stun RaisingGGACR Ky j214D.pngGuard:
      Mid
      Startup:
      45
      Recovery:
      Total 22
      Advantage:
      -
      (j.214D) which effectively places a stop sign on the screen for almost 3 full seconds
  • Save 50 meter for Roman Cancels. This allows you to safely use otherwise punishable tools such as Stun Dipper (236K), Greed Sever (214K), Vapor Thrust (623H) and 5D.

What to do After a Knockdown

Ky can get excellent okizeme off knockdowns (i.e. from 2D) with Charged Stun EdgeGGAC Ky CSE.pngGuard:
All
Startup:
43
Recovery:
Total 68
Advantage:
+18
(236D) and 3HGGAC Ky 3H.pngGuard:
Mid
Startup:
23
Recovery:
3
Advantage:
+15
. These can be easily timed to be hitting/on top of the opponent as they wake up from a knockdown. If any of these hit, Ky can do a simple combo route into 2D into Charged Stun EdgeGGAC Ky CSE.pngGuard:
All
Startup:
43
Recovery:
Total 68
Advantage:
+18
(236D etc. to force the same advantageous situation.

Other tools for okizeme would be Aerial Charged Stun Edge (j.236D) and Stun Raising (j.214D).

Opening up a Blocking Opponent

Ky’s overhead tools to open up a crouch-blocking opponent are punishable and telegraphed (ie. Greed Sever (214K) or 5D). 5K, 2K, 2S, 2D and Stun Dipper (236K) all hit low. Against players able to react to and punish the overheads, you will need to make use of throws and frame traps to open them up.

Attempt grabs safely on a blocking opponent with 6S+H. You will either grab the opponent if in range or otherwise perform c.SGGAC Ky cS.pngGuard:
Mid
Startup:
7
Recovery:
18
Advantage:
-3
, which is much faster compared to 6HGGAC Ky 6H.pngGuard:
Mid
Startup:
20
Recovery:
17
Advantage:
+2
. The same principle applies to airthrows.

A good time to attempt a grab is when you end a blockstring early and then walk forward (ie. if you were performing 2K > c.S > 2D > Stun Edge (236S/H) as a blockstring, you could instead occasionally perform 2K > walk forward for a bit > 6S+H).

Reset your pressure with 6K, 3H and Lightning Sphere (236D > 4D). This gives you more chances to perform a blockstring or attempt a mix-up. If opponents attempt to challenge these reset options, make use of frame traps (2K > 5H, slightly delayed normals etc.)

Stun Dipper (236K) and Greed Sever (214K) can be used to get one last hit in before being pushed out. These have the added benefit of dodging low and high pokes respectively. Exceptionally risky unless you have 50 meter for a Roman Cancel.

You do not need to risk it all to open up a turtling opponent. Chip damage, the build up on their Guard Gauge and any spent resources on Faultless Defense or Dead Angle Attack etc. from your pressure are still worthwhile. Ky is also happy to play in neutral against most of the cast.

Further Learning

(These are intermediate/high level techniques that are best gradually learned and integrated into your play rather than learned up-front.)

  • Force Roman Cancel (FRC) points
    • Throw FRC is a simple and riskless thing to attempt to get throw combos for half the meter cost
    • Stun Edge FRC turns Stun Edges from a middling blockstring and neutral tool into a pressure extender and combo tool. Extremely important for optimal Ky play.
    • Stun Dipper FRC lets you get away with Stun Dipper on block for half the meter cost
    • Vapor Thrust's S and H followups FRC lets Ky get out of a blocked/whiffed Vapor Thrust with relative safety.
  • Vapor Thrust / Lightning Javelin loops
    • 623H (Vapor Thrust) into S follow up (Lightning Javelin) near the corner wallsticks the opponent. You can pick up with 6H > 6K > meaty 236D for example, but these require some manual timing and adjustment for different character weights/hurtboxes.
    • H followup midscreen is often used for a knockdown, but it is possible to pick up midscreen with a 2P with specific timing.
  • Meaty 3H
    • Timing this normally is very easy due to the massive amount of active frames, but is still vulnerable to invulnerable reversals. However, if you time the 3H so that it is at the tailend of its active frames, you can get away with a minimum of 4F of recovery, allowing you to block almost all reversals in time.