Triplicity (talk | contribs) (New move card templates) |
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===<big>{{clr|1|5P}}</big>=== | ===<big>{{clr|1|5P}}</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=5P | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 5 | |||
|active = 4 | |||
|recovery = 5 | |||
{{# | |||
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}} | }} | ||
==== ==== | ==== ==== | ||
Useful for pressure, tick throws, frame traps, burst safe combos, and situational anti airs. | Useful for pressure, tick throws, frame traps, burst safe combos, and situational anti airs. | ||
Line 70: | Line 54: | ||
*[[GGXRD-R2/Ky Kiske/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|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | *[[GGXRD-R2/Ky Kiske/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|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
}} | |||
===<big>{{clr|2|5K}}</big>=== | ===<big>{{clr|2|5K}}</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=5K | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 5 | |||
|active = 8 | |||
|recovery = 7 | |||
{{# | |||
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}} | }} | ||
==== ==== | ==== ==== | ||
A standing low that is used for mixup, okizeme, setting up frame traps, and for tick throws. | A standing low that is used for mixup, okizeme, setting up frame traps, and for tick throws. | ||
Line 104: | Line 72: | ||
*Proration: 80% | *Proration: 80% | ||
*[[GGXRD-R2/Ky Kiske/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|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | *[[GGXRD-R2/Ky Kiske/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|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
}} | |||
===<big>{{clr|3|c.S}}</big>=== | ===<big>{{clr|3|c.S}}</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=c.S | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 7 | |||
|active = 2 | |||
|recovery = 18 | |||
{{# | |||
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}} | }} | ||
==== ==== | ==== ==== | ||
Used for frame traps, punishing, pressure, {{tt|option selecting with forward throw|By pressing {{clr|4|6H}}+{{clr|S|S}} to execute a throw, you'll get this attack if the opponent jumped or backdashed.}} , and as a situational anti-air. | Used for frame traps, punishing, pressure, {{tt|option selecting with forward throw|By pressing {{clr|4|6H}}+{{clr|S|S}} to execute a throw, you'll get this attack if the opponent jumped or backdashed.}} , and as a situational anti-air. | ||
Line 140: | Line 92: | ||
*On Counter Hit, combos into {{clr|4|6H}}. | *On Counter Hit, combos into {{clr|4|6H}}. | ||
*[[GGXRD-R2/Ky Kiske/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|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | *[[GGXRD-R2/Ky Kiske/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|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
}} | |||
===<big>{{clr|3|f.S}}</big>=== | ===<big>{{clr|3|f.S}}</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=f.S | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 10 | |||
|active = 6 | |||
|recovery = 19 | |||
{{# | |||
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}} | }} | ||
==== ==== | ==== ==== | ||
A long reaching normal with a slight disjoint, used for spacing and pressure. | A long reaching normal with a slight disjoint, used for spacing and pressure. | ||
Line 177: | Line 113: | ||
*Can be avoided with low profile attacks. | *Can be avoided with low profile attacks. | ||
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|2|6K}}, {{clr|3|2S}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}} | *[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|2|6K}}, {{clr|3|2S}}, {{clr|4|3H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
}} | |||
===<big>{{clr|4|5H}}</big>=== | ===<big>{{clr|4|5H}}</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=5H | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 10 | |||
|active = 6 | |||
|recovery = 12 | |||
{{# | |||
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}} | }} | ||
==== ==== | ==== ==== | ||
Used for spacing, frame traps, situational anti-air, and punishing. | Used for spacing, frame traps, situational anti-air, and punishing. | ||
Line 213: | Line 133: | ||
*Staggers on Counter Hit (Max duration 51F). | *Staggers on Counter Hit (Max duration 51F). | ||
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}} | *[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
}} | |||
===<big>{{clr|1|6P}}</big>=== | ===<big>{{clr|1|6P}}</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=6P | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 9 | |||
|active = 5 | |||
|recovery = 15 | |||
{{# | |||
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}} | }} | ||
==== ==== | ==== ==== | ||
Used as an anti-air, pressure tool, frame trap, and counter attack. | Used as an anti-air, pressure tool, frame trap, and counter attack. | ||
Line 248: | Line 152: | ||
*[[GGXRD-R2/Ky Kiske/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|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | *[[GGXRD-R2/Ky Kiske/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|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
}} | |||
===<big>{{clr|2|6K}}</big>=== | ===<big>{{clr|2|6K}}</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=6K | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 19 | |||
|active = 2 | |||
|recovery = 11 | |||
{{# | |||
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}} | }} | ||
==== ==== | ==== ==== | ||
An advancing plus-on block pressure reset. | An advancing plus-on block pressure reset. | ||
Line 281: | Line 169: | ||
Using YRC during the startup of this move is a tricky way to move closer to the opponent for a throw. Keep in mind that while {{clr|2|6K}} is +4 on block, Ky's fastest normals have 5f of startup. This means that even when not instant blocked, the opponent has a 1f gap to input a reversal to beat your attempt to re-establish pressure. | Using YRC during the startup of this move is a tricky way to move closer to the opponent for a throw. Keep in mind that while {{clr|2|6K}} is +4 on block, Ky's fastest normals have 5f of startup. This means that even when not instant blocked, the opponent has a 1f gap to input a reversal to beat your attempt to re-establish pressure. | ||
}} | |||
===<big>{{clr|4|6H}}</big>=== | ===<big>{{clr|4|6H}}</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=6H | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 23 | |||
GGXRD- | |active = 6 | ||
|inactive = 8 | |||
| | |offset = 2 | ||
|recovery = 6 | |||
{{# | |||
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}} | }} | ||
==== ==== | ==== ==== | ||
Used for resetting pressure, for frame traps, and as a situational okizeme and neutral tool. | Used for resetting pressure, for frame traps, and as a situational okizeme and neutral tool. | ||
Line 315: | Line 189: | ||
*First hit is special cancellable | *First hit is special cancellable | ||
*Forces opponent into crouching state on ground hit | *Forces opponent into crouching state on ground hit | ||
}} | |||
===<big>{{clr|4|3H}}</big>=== | ===<big>{{clr|4|3H}}</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=3H | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 15 | |||
|active = 4 | |||
|recovery = 25 | |||
{{# | |||
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}} | }} | ||
==== ==== | ==== ==== | ||
Used in pressure, frame traps, punishes, and to launch for combos. | Used in pressure, frame traps, punishes, and to launch for combos. | ||
Line 351: | Line 209: | ||
*Ky slides forward before slashing. | *Ky slides forward before slashing. | ||
*Combos from {{clr|3|f.S}} on crouching and counter hit. | *Combos from {{clr|3|f.S}} on crouching and counter hit. | ||
}} | |||
===<big>{{clr|5|5D}}</big>=== | ===<big>{{clr|5|5D}}</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=5D | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 28 | |||
|active = 13 | |||
|recovery = 11 | |||
{{# | |||
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}} | }} | ||
==== ==== | ==== ==== | ||
Used as a standard grounded overhead. | Used as a standard grounded overhead. | ||
Line 391: | Line 231: | ||
*Is a mid attack on YRC. | *Is a mid attack on YRC. | ||
*Proration: 80% | *Proration: 80% | ||
}} | |||
===<big>{{clr|1|2P}}</big>=== | ===<big>{{clr|1|2P}}</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=2P | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 5 | |||
|active = 4 | |||
|recovery = 4 | |||
{{# | |||
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}} | }} | ||
==== ==== | ==== ==== | ||
Used for pressure, setting up frame traps and tick throws, and Burst-safe confirms. | Used for pressure, setting up frame traps and tick throws, and Burst-safe confirms. | ||
Line 425: | Line 249: | ||
*Proration: 80% | *Proration: 80% | ||
*[[GGXRD-R2/Ky Kiske/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|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | *[[GGXRD-R2/Ky Kiske/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|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
}} | |||
===<big>{{clr|2|2K}}</big>=== | ===<big>{{clr|2|2K}}</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=2K | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 5 | |||
|active = 4 | |||
|recovery = 6 | |||
{{# | |||
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}} | }} | ||
==== ==== | ==== ==== | ||
Used for neutral, pressure, and setting up frame traps and tick throws. | Used for neutral, pressure, and setting up frame traps and tick throws. | ||
Line 459: | Line 267: | ||
*Proration: 70% | *Proration: 70% | ||
*[[GGXRD-R2/Ky Kiske/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|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | *[[GGXRD-R2/Ky Kiske/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|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
}} | |||
===<big>{{clr|3|2S}}</big>=== | ===<big>{{clr|3|2S}}</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=2S | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 9 | |||
GGXRD- | |active = 2 | ||
|recovery = 15 | |||
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{{# | |||
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}} | }} | ||
==== ==== | ==== ==== | ||
Used for spacing, low mixup, and gatling from {{clr|3|f.S}} for safety. | Used for spacing, low mixup, and gatling from {{clr|3|f.S}} for safety. | ||
Line 495: | Line 284: | ||
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|2|6K}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | *[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|2|6K}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
}} | |||
===<big>{{clr|4|2H}}</big>=== | ===<big>{{clr|4|2H}}</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=2H | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 11 | |||
|active = 5 | |||
|recovery = 20 | |||
{{# | |||
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}} | }} | ||
==== ==== | ==== ==== | ||
Used for anti-air, situationally as a spacing tool, and as a frame trap. | Used for anti-air, situationally as a spacing tool, and as a frame trap. | ||
Line 531: | Line 304: | ||
*Proration: 90% | *Proration: 90% | ||
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|5|5D}}, {{clr|5|2D}} | *[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|5|5D}}, {{clr|5|2D}} | ||
}} | |||
===<big>{{clr|5|2D}}</big>=== | ===<big>{{clr|5|2D}}</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=2D | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 7 | |||
|active = 12 | |||
|recovery = 12 | |||
{{# | |||
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}} | }} | ||
==== ==== | ==== ==== | ||
Used for leading combos into knockdown, poking, and as a low mixup. | Used for leading combos into knockdown, poking, and as a low mixup. | ||
{{clr|5|2D}} is a fast, long range sweep that is active for an unusually long amount of time. It's often used as a poke or canceled from a poke in neutral, to keep opponents from jumping in pressure, and sometimes on defense as a fast and long range counterattack. It can also be used to catch reversal backdashes on oki. | {{clr|5|2D}} is a fast, long range sweep that is active for an unusually long amount of time. It's often used as a poke or canceled from a poke in neutral, to keep opponents from jumping in pressure, and sometimes on defense as a fast and long range counterattack. It can also be used to catch reversal backdashes on oki. | ||
}} | |||
===Air Normals=== | ===Air Normals=== | ||
===<big>{{clr|1|j.P}}</big>=== | ===<big>{{clr|1|j.P}}</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=j.P | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 6 | |||
|active = 6 | |||
|recovery = 6 | |||
{{# | |||
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}} | }} | ||
==== ==== | ==== ==== | ||
Used for countering opponents in the air, controlling air space, tick throws, and Burst-safe confirms. | Used for countering opponents in the air, controlling air space, tick throws, and Burst-safe confirms. | ||
Line 597: | Line 338: | ||
*[[GGXRD-R2/Ky Kiske/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}} | *[[GGXRD-R2/Ky Kiske/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}} | ||
}} | |||
===<big>{{clr|2|j.K}}</big>=== | ===<big>{{clr|2|j.K}}</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=j.K | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 7 | |||
|active = 4 | |||
|recovery = 12 | |||
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{{# | |||
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}} | }} | ||
==== ==== | ==== ==== | ||
Used for long-range air-to-air encounters, and catching opponents jumping away. | Used for long-range air-to-air encounters, and catching opponents jumping away. | ||
Line 630: | Line 355: | ||
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}} | *[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}} | ||
}} | |||
===<big>{{clr|3|j.S}}</big>=== | ===<big>{{clr|3|j.S}}</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=j.S | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 7 | |||
|active = 3 | |||
|recovery = 21 | |||
{{# | |||
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}} | }} | ||
==== ==== | ==== ==== | ||
Used for okizeme, air combos, as an air-to-ground attack, and in fuzzy guard setups. | Used for okizeme, air combos, as an air-to-ground attack, and in fuzzy guard setups. | ||
Line 663: | Line 372: | ||
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}} | *[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}} | ||
}} | |||
===<big>{{clr|4|j.H}}</big>=== | ===<big>{{clr|4|j.H}}</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=j.H | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 13 | |||
|active = 4 | |||
|recovery = 23 | |||
{{# | |||
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}} | }} | ||
==== ==== | ==== ==== | ||
Used for okizeme, air combos, as an air-to-ground or air-to-air attack, countering anti-airs, and controlling air space. | Used for okizeme, air combos, as an air-to-ground or air-to-air attack, countering anti-airs, and controlling air space. | ||
Line 696: | Line 389: | ||
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|5|j.D}} | *[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] {{clr|5|j.D}} | ||
}} | |||
===<big>{{clr|5|j.D}}</big>=== | ===<big>{{clr|5|j.D}}</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=j.D | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 38 | |||
|active = 13 | |||
|recovery = 25 | |||
{{# | |||
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}} | }} | ||
==== ==== | ==== ==== | ||
Used for zoning, space control, okizeme, crossups, and to summon grinders. | Used for zoning, space control, okizeme, crossups, and to summon grinders. | ||
Line 735: | Line 411: | ||
*Has landing recovery unless you YRC or double jump after {{clr|5|j.D}} | *Has landing recovery unless you YRC or double jump after {{clr|5|j.D}} | ||
*Can only {{clr|5|j.D}} once per jump | *Can only {{clr|5|j.D}} once per jump | ||
}} | |||
==Universal Mechanics== | ==Universal Mechanics== | ||
===<big>Ground Throw</big>=== | ===<big>Ground Throw</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=Ground Throw | |||
|description= | |||
{{ | |||
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==== ==== | ==== ==== | ||
This is the cornerstone of Ky's mixup game. It can be Roman Canceled in the corner for high damage, or midscreen to carry the opponent to the corner. | This is the cornerstone of Ky's mixup game. It can be Roman Canceled in the corner for high damage, or midscreen to carry the opponent to the corner. | ||
*Proration: Forced 65% | *Proration: Forced 65% | ||
}} | |||
===<big>Air Throw</big>=== | ===<big>Air Throw</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=Air Throw | |||
|description= | |||
{{ | |||
| | |||
| | |||
==== ==== | ==== ==== | ||
Basic air throw. There isn't enough time use [[{{PAGENAME}}#Charged Stun Edge|Charged Stun Edge]] oki safely from this knockdown. | Basic air throw. There isn't enough time use [[{{PAGENAME}}#Charged Stun Edge|Charged Stun Edge]] oki safely from this knockdown. | ||
Line 784: | Line 434: | ||
*Standard Throw, 65% Forced Proration | *Standard Throw, 65% Forced Proration | ||
*RC to add a bit of extra damage midscreen, or VT loop in the corner. | *RC to add a bit of extra damage midscreen, or VT loop in the corner. | ||
}} | |||
===<big>Dead Angle Attack</big>=== | ===<big>Dead Angle Attack</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=DAA | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 12 | |||
|active = 3 | |||
|recovery = 24 | |||
{{# | |||
| | |||
| | |||
| | |||
}} | }} | ||
==== ==== | ==== ==== | ||
A standard Dead Angle Attack, using Ky's {{clr|1|6P}} animation. It has moderate startup and recovery, and hit pretty consistently. While always an option, Ky has access to other defensive tools in [[{{PAGENAME}}#Vapor Thrust|Vapor Thrust]] or [[{{PAGENAME}}#Ride The Lightning|Ride The Lightning]], so consider your options as always. | A standard Dead Angle Attack, using Ky's {{clr|1|6P}} animation. It has moderate startup and recovery, and hit pretty consistently. While always an option, Ky has access to other defensive tools in [[{{PAGENAME}}#Vapor Thrust|Vapor Thrust]] or [[{{PAGENAME}}#Ride The Lightning|Ride The Lightning]], so consider your options as always. | ||
}} | |||
===<big>Blitz Attack</big>=== | ===<big>Blitz Attack</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=Blitz | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 28 | |||
|active = 3 | |||
|recovery = 20 | |||
{{ | |||
| | |||
{{# | |||
| | |||
| | |||
| | |||
}} | }} | ||
==== ==== | ==== ==== | ||
Ky's Blitz Attack is the same as the rest of the cast's, and he has little use for it in combos. | Ky's Blitz Attack is the same as the rest of the cast's, and he has little use for it in combos. | ||
}} | |||
==Special Moves== | ==Special Moves== | ||
===<big>Stun Edge</big>=== | ===<big>Stun Edge</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=236S, 236S Grinder | |||
|versioned=name | |||
|description= | |||
| | |||
| | |||
==== ==== | ==== ==== | ||
;Stun Edge | ;Stun Edge | ||
Line 908: | Line 486: | ||
*Knocks down opponent on CH | *Knocks down opponent on CH | ||
*Can be avoided with low profile moves | *Can be avoided with low profile moves | ||
}} | |||
===<big>Charged Stun Edge</big>=== | ===<big>Charged Stun Edge</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=236H, 236H Grinder | |||
|description= | |||
|versioned=name | |||
{{ | |||
| | |||
| | |||
==== ==== | ==== ==== | ||
;Charged Stun Edge | ;Charged Stun Edge | ||
Line 965: | Line 512: | ||
*Clashes with projectiles | *Clashes with projectiles | ||
*Can be avoided with low profile moves that hit Ky | *Can be avoided with low profile moves that hit Ky | ||
}} | |||
===<big>Air Stun Edge</big>=== | ===<big>Air Stun Edge</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=j.236S, j.236S Grinder, j.236H, j.236H Grinder | |||
|description= | |||
|versioned=name | |||
{{ | |||
| | |||
| | |||
==== ==== | ==== ==== | ||
;{{clr|S|S}} Air Stun Edge | ;{{clr|S|S}} Air Stun Edge | ||
Line 1,049: | Line 551: | ||
*Passes through projectiles. | *Passes through projectiles. | ||
*Knocks down on Counter Hit. | *Knocks down on Counter Hit. | ||
}} | |||
===<big>Vapor Thrust</big>=== | ===<big>Vapor Thrust</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=623S, 623H, j.236S/H | |||
|description= | |||
|versioned=name | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 9 | |||
|active = 3 | |||
|recovery = 32 | |||
{{# | |||
| | |||
| | |||
| | |||
}} | }} | ||
==== ==== | ==== ==== | ||
;{{clr|3|S}} Vapor Thrust | ;{{clr|3|S}} Vapor Thrust | ||
Line 1,106: | Line 591: | ||
*Frames 1-8 are strike invulnerable. | *Frames 1-8 are strike invulnerable. | ||
*Cannot be YRC'd or PRC'd. | *Cannot be YRC'd or PRC'd. | ||
}} | |||
===<big>Stun Dipper</big>=== | ===<big>Stun Dipper</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=236K | |||
|description= | |||
|versioned=name | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 5 | |||
|active = 14 | |||
|inactive = 7 | |||
|offset = 3 | |||
|recovery = 26 | |||
{{# | |||
| | |||
| | |||
| | |||
}} | }} | ||
==== ==== | ==== ==== | ||
Used to low profile attacks, counterattack on defense, confirm knockdowns from pokes, as a surprise low attack at the end of pressure, and to cover lots of space quickly. | Used to low profile attacks, counterattack on defense, confirm knockdowns from pokes, as a surprise low attack at the end of pressure, and to cover lots of space quickly. | ||
Line 1,144: | Line 615: | ||
*Second hit will not combo after the first if spaced too close. | *Second hit will not combo after the first if spaced too close. | ||
*Second hit always combos on Counter Hit. | *Second hit always combos on Counter Hit. | ||
}} | |||
===<big>Greed Sever</big>=== | ===<big>Greed Sever</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=214K | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 19 | |||
|active = 14 | |||
|recovery = 5 | |||
{{# | |||
| | |||
| | |||
| | |||
}} | }} | ||
==== ==== | ==== ==== | ||
Used as a combo tool, to control space against active opponents, to counter hit low attacks, and as an overhead mixup. | Used as a combo tool, to control space against active opponents, to counter hit low attacks, and as an overhead mixup. | ||
Line 1,182: | Line 636: | ||
*Airborne and invulnerable at the feet from frame 4. | *Airborne and invulnerable at the feet from frame 4. | ||
*Leaves Ky in a crouching state on recovery. | *Leaves Ky in a crouching state on recovery. | ||
}} | |||
===<big>Split Ciel</big>=== | ===<big>Split Ciel</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=236D | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 15 | |||
|active = 3 | |||
|recovery = 15 | |||
{{# | |||
| | |||
| | |||
| | |||
}} | }} | ||
==== ==== | ==== ==== | ||
Used to summon grinders, in combos, and to end blockstrings. | Used to summon grinders, in combos, and to end blockstrings. | ||
Line 1,220: | Line 657: | ||
*Lower body invulnerable in the middle of the startup (5-12F) | *Lower body invulnerable in the middle of the startup (5-12F) | ||
}} | |||
==Overdrives== | ==Overdrives== | ||
===<big>Ride The Lightning</big>=== | ===<big>Ride The Lightning</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=632146H, j.632146H | |||
|description= | |||
|versioned=name | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 11 | |||
|active = 42 | |||
|recovery = 18 | |||
| | }} | ||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 9 | |||
|active = 42 | |||
|recovery = 6 | |||
{{# | |||
| | |||
| | |||
| | |||
}} | }} | ||
==== ==== | ==== ==== | ||
Used to end midscreen air combos in a knockdown, as a wakeup reversal, as a reversal in pressure, to confirm from {{clr|3|j.S}} {{keyword|f-shiki}}, and to end rounds with Burst Overdrive | Used to end midscreen air combos in a knockdown, as a wakeup reversal, as a reversal in pressure, to confirm from {{clr|3|j.S}} {{keyword|f-shiki}}, and to end rounds with Burst Overdrive | ||
Line 1,258: | Line 683: | ||
*Fully invincible from 1-25F (air version 1-17F). Projectile invincible during all active frames. | *Fully invincible from 1-25F (air version 1-17F). Projectile invincible during all active frames. | ||
}} | |||
===<big>Sacred Edge</big>=== | ===<big>Sacred Edge</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=236236P, 236236P Grinder | |||
|description= | |||
|versioned=name | |||
{{ | |||
| | |||
| | |||
==== ==== | ==== ==== | ||
Primarily used in combos. | Primarily used in combos. | ||
Line 1,302: | Line 696: | ||
*Fortified version wall sticks opponent in the corner. | *Fortified version wall sticks opponent in the corner. | ||
}} | |||
==Instant Kill== | ==Instant Kill== | ||
===<big>Rising Force</big>=== | ===<big>Rising Force</big>=== | ||
{{GGXRD-R2_Move_Card | |||
|input=236236H | |||
|description= | |||
|versioned=name | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 21 | |||
|active = 4 | |||
|recovery = 30 | |||
{{# | |||
| | |||
| | |||
| | |||
}} | }} | ||
==== ==== | ==== ==== | ||
Ky recites an incantation, a part of a poem based on his ideals as king, to summon a giant Grinder, jumping through it and piercing his opponent in a flash of lightning. Rising Force is a fast Instant Kill, and has its uses in specific IK setups when [[GGXRD-R2/Offense#Instant_Kill|Conclusion Conditions]] are met. | Ky recites an incantation, a part of a poem based on his ideals as king, to summon a giant Grinder, jumping through it and piercing his opponent in a flash of lightning. Rising Force is a fast Instant Kill, and has its uses in specific IK setups when [[GGXRD-R2/Offense#Instant_Kill|Conclusion Conditions]] are met. | ||
*Uses animation from {{clr|4|3H}} | *Uses animation from {{clr|4|3H}} | ||
}} | |||
==External References== | ==External References== |
Revision as of 07:16, 26 September 2022
Ky is comfortable anywhere, but he excels in grounded footsies. He uses his fast and long f.S to tame opponents and complements it with 2S, 5H, 2K, and 2D. Frustrated opponents that jump at him will find themselves dealing with his above-the-knees invulnerable 6P and giant, disjointed 2H. Any one of these pokes or anti-airs can lead into a knockdown or a solid combo.
When Ky finds himself farther away from the opponent he can use his Stun Edge projectiles to harass them, either covering his approach or playing keepaway. Ky has access to "Grinders" (read the fortified projectiles section below) which power up any of Ky's projectiles that pass through them, including supers. Grinders give Ky great options in neutral, okizeme, and combos.
After securing a knockdown, Ky can safely set up okizeme using Charged Stun Edge, then apply his strong pressure game by mixing in low attacks, frame traps, throws, and pressure resets with 6H and 6K.
If footsies don't cut it, Ky can use Stun Dipper to slide under pokes/projectiles and score knockdowns, his overhead Greed Sever to check his opponent's reactions and hop over lows, or his reversal Vapor Thrust to challenge pressure.
Ky is a character that can quickly switch between keeping the opponent away and turning on the offensive. His diverse moveset has a tool for every situation, and everything about him is average at worst - but usually quite a bit better.
Ky Kiske Ky Kiske is a well-rounded character with a low barrier to entry. He excels at playing neutral, converting pokes into knockdowns, setting up safe okizeme, and creating strong pressure.
- Strong Neutral Game: Ky has normals which are either fast or have strong hitboxes that often convert into knockdown or damage and control space well.
- Variable Pressure Routing: Ky's open gatling table and suite of versatile normals allows for variable pressure structure to keep opponents guessing.
- Projectile Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.: Ky's Charged Stun Edge and Grinders grant him strong, looping okizeme assuming he has either meter or a grinder set up in the corner.
- Jack of All Trades: Ky is able to perform well in most aspects of the game, and is well rounded to the point of having few major flaws. Ky has a solid option for every situation, including two strong anti-airs, an invulnerable DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion., an invulnerable super, and versatile projectiles.
- Securing Air Knockdowns: Unless the opponent is cornered it is difficult to get a knockdown from air combos, and sometimes impossible to knockdown airborne lightweight characters.
Ky can use specific attacks (5D, j.D, 236D) to summon small floating circles called Grinders that last for 3 - 4 seconds.
Shoot a projectile through a Grinder and it will power up into a fortified state. Fortified projectiles give Ky more options in neutral, pressure, and combos: Stun Edge becomes a full screen sword-beam for zoning, Charged Stun Edge becomes a large, long-lasting sword projectile for okizeme, and Sacred Edge becomes a massive full screen blade that wallsplats the opponent for combos.
Fortified projectiles still count towards Ky's projectile limit of 1 Stun Edge on the screen. Locking down the ground with fortified Charged Stun Edge means you won't be able to use any other kind of Stun Edge until it goes away.
Note: prior to the "fortified" terminology, players often referred to this mechanic as Durandal Call, or DC. If you're reading a combo document and see phrases like "DC SE" or "DC CSE," they're referring to fortified projectiles like Stun Edge and Charged Stun Edge.
Normal Moves
Ground Normals
5P
Useful for pressure, tick throws, frame traps, burst safe combos, and situational anti airs.
5P is generally a "backup plan" for Ky as has stronger tools in most situations. This move can be used as a quick all-purpose attack that sets up pressure for throws and frame traps, and is safe from Bursts due to its fast recovery. It hits a bit high up, making it a nice backup anti-air when 6P would fail (such aswhen the opponent is too close or when your inputs are crossed up.)
- Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
5K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
12 | Low | 5 | 8 | 7 | -5 |
A standing low that is used for mixup, okizeme, setting up frame traps, and for tick throws.
5K is a low with shorter range than 2K, but better proration (80% vs 70%), making it a better choice for a low mixup if you're close enough. Its very long active time also makes it a reliable meaty on the opponent's wakeup.
- Proration: 80%
- Gatling Options: 6P, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 80% | 0 | 3 | 8 |
c.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
28 | Mid | 7 | 2 | 18 | -1 |
Used for frame traps, punishing, pressure, option selecting with forward throwBy pressing 6H+S to execute a throw, you'll get this attack if the opponent jumped or backdashed. , and as a situational anti-air.
An essential move in pressure due to its high attack level, jump cancelability, use as a frame trap, high reward on counter hit, and ability to throw option select. It's safe to end pressure with normally, but it's common to jump cancel it into TK Air Stun Edge or to simply escape a situation. By late canceling other attacks into c.S in pressure, you can create a frame trap to catch opponents pressing buttons. On Counter Hit, it will combo into 6H, leading to high damage combos.
Its fast startup and high damage also makes it a good punish tool. It hits a bit higher up than implied by the animation, and works as an anti-air occasionally. This is much faster than 5H or 6H, and if an opponent successfully jumps your throw attempt but didn't hold Faultless Defense, they may be caught.
- On Counter Hit, combos into 6H.
- Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 20 | 6 |
f.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
28 | Mid | 10 | 6 | 19 | -11 |
A long reaching normal with a slight disjoint, used for spacing and pressure.
One of Ky's cornerstone moves. It is his farthest reaching ground normal and standard spacing/harassment tool. Use f.S to threaten the opponent and prevent them from advancing or escaping. On crouching hit or Counter Hit, it can be canceled into 3H for a combo at most ranges, but won't connect at max range. If your confirms and sense of spacing are strong, you can cancel into Stun Dipper on hit for a knockdown.
Ky's hurtbox is extended far forward during the attack, so opponents can punish this if used recklessly. Some characters can get under f.S with low profile or airborne moves: mix it up with 5H, 2S, and Stun Edge if they start to find ways around f.S. This move is a perfect candidate for YRC OSWith at least 25 Tension, input a Roman Cancel the moment the attack becomes active. On hit, it will RRC for a combo. On whiff, it will YRC. to remove most of its risk at the cost of Tension.
- On crouching hit or Counter Hit, combos into 3H.
- Can be avoided with low profile attacks.
- Gatling Options: 6K, 2S, 3H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
5H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
42 | Mid | 10 | 6 | 12 | +1 |
Used for spacing, frame traps, situational anti-air, and punishing.
5H can be thought of as a shorter range, but safer version of f.S. It's a medium reach poke that is safe on block, and when used in tandem with Ky's other spacing tools it can be very strong. 5H hits a bit higher up than f.S, and can be used as an anti-air + spacing tool in some situations. On Counter Hit, it staggers the opponent, making it a great choice to frame trap with in pressure.
This move is a key part of ending pressure because of its long cancel window and advantage on block. You can choose to end with 5H, or late cancel into 2D to trip opponents expecting to escape. On hit, you can use the late cancel window to space Stun Dipper correctly and secure both hits for a knockdown.
- Staggers on Counter Hit (Max duration 51F).
- Gatling Options: 6K, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 20 | 6 |
- Staggers opponent on CH. Max duration 51F, Frame Adv: +14 to +34
6P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
30 | Mid | 9 | 5 | 15 | -6 | 1-6F Upper Body 7-13F Above Knees |
Used as an anti-air, pressure tool, frame trap, and counter attack.
6P is an extremely solid anti-air and Ky's go-to attack for dealing with airborne opponents. As a grounded attack, its disjointed hitbox makes it good for countering mid range pokes. It can also be used to bait certain Dead Angles in pressure.
- Proration 90%
- Gatling Options: 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 90% | 2 | 10 | 7 |
6K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
32 | Mid | 19 | 2 | 11 | +4 |
An advancing plus-on block pressure reset.
Because this attack is +4 on block and moves Ky forward, it allows Ky to start a new blockstring afterwards. The downside comes in the form of slow startup: it will lose to jumping/backdashing/mashing, so the opponent must be conditioned to block before this can be effectively used.
Using YRC during the startup of this move is a tricky way to move closer to the opponent for a throw. Keep in mind that while 6K is +4 on block, Ky's fastest normals have 5f of startup. This means that even when not instant blocked, the opponent has a 1f gap to input a reversal to beat your attempt to re-establish pressure.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 10 | 8 |
6H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
30×2 | Mid | 23 | 6,(8),2 | 6 | +11 |
Used for resetting pressure, for frame traps, and as a situational okizeme and neutral tool.
6H has high frame advantage and includes a large forward step Ky takes before swinging his blade. 6H can be used to reset pressure against passive opponents, forcing your way back in and trapping them in another bad situation, or to get the opponent to use their tension in order to force you off of them. It's a great tool for cranking the R.I.S.C. gauge and building meter.
- First hit is special cancellable
- Forces opponent into crouching state on ground hit
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 10 | 6 |
- First hit forces opponent into crouching state on ground hit
3H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
35 | Mid | 15 | 4 | 25 | -12 |
Used in pressure, frame traps, punishes, and to launch for combos.
Often used to extend pressure after f.S and confirm crouching and counter hits into a launcher for high damage. On block, it's usually canceled into Stun Edge and Split Ciel to remain safe, while on hit it's canceled into Greed Sever for a combo.
Like 6K, using YRC to cancel the startup of this move is a tricky way to close in for a throw. While 3H does connect from f.S, it won't reach from a f.S that hits at the tip.
- Ky slides forward before slashing.
- Combos from f.S on crouching and counter hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 14 | 6 |
- Special cancellable until 27F
- Air hit untechable for 28F
5D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
25 | High | 28 | 13 | 11 | -5 |
Used as a standard grounded overhead.
Ky can summon Grinders faster with Split Ciel, so it's not recommended for much other than the occasional unexpected overhead. While 5D can destroy the opponent's projectiles (and leave Ky with a Grinder afterwards), its slow startup makes it difficult to use for that purpose. It is among the slower Dust overheads in the game. It is, however, much safer on block than Ky's Greed Sever.
Can also be useful as an expensive YRC fuzzy guard mixup when above 75% Tension.
- Cancels to Homing Jump or Dash on hit only.
- Summons a Grinder and clashes with projectiles during active frames.
- Is a mid attack on YRC.
- Proration: 80%
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial 80% | 4 | 20 | 20 |
- On YRC, projectile still comes out, but becomes a Mid hitting projectile that does not launch the opponent
2P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
6 | Mid | 5 | 4 | 4 | +2 |
Used for pressure, setting up frame traps and tick throws, and Burst-safe confirms.
An essential move in Ky's pressure since it's fast, +2 on block, and easy to confirm into a combo. From here you can choose to do many things, such as frame trap to c.S or 5H, gatling into another normal, or go for a throw. Due to its quick recovery, it can create Burst-safe points in combos.
- Proration: 80%
- Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 80% | 0 | 3 | 8 |
2K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
14 | Low | 5 | 4 | 6 | ±0 |
Used for neutral, pressure, and setting up frame traps and tick throws.
2K has good range and fast startup. Although it is a low, 5K is preferred over 2K as a mixup tool since 2K prorates damage by 70%, and 5K by 80%. In pressure, 2K is neutral on block, which makes it strong for tick throws and frame traps.
- Proration: 70%
- Gatling Options: 6P, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 70% | 0 | 3 | 8 |
2S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
25 | Low | 9 | 2 | 15 | -3 |
Used for spacing, low mixup, and gatling from f.S for safety.
2S is a long range low, used to supplement Ky's other spacing attacks. It can be used to stop advancing opponents who are trying to either low profile your other attacks, or attempting to rush in from the ground. It can be thought of as a version of f.S that exchanges range and damage with the safety of crouching to duck under aerial attacks. With good sense of spacing and fast reactions you can cancel 2S hits near the tip into Stun Dipper for a knockdown. It's often canceled from f.S on hit or block, and used in pressure to add a low to blockstrings.
- Gatling Options: 6K, 5H, 2H, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
2H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
28×2 | Mid | 11 | 1,4 | 20 | -7 |
Used for anti-air, situationally as a spacing tool, and as a frame trap.
An amazing swiss army knife of a move. 2H's potential as a preemptive anti-air attack is high since it covers a massive amount of space, hitting much farther and higher than 6P. It's also surprisingly functional as a ground poke, so running forward and throwing it out is like putting up a wall in neutral that covers the air and ground. It hits twice, which is great for dealing with moves with armor like Potemkin's Hammerfall, it launches on Counter Hit which opens up high damage potential, and it is also jump cancelable both on hit and block which makes it hilariously safe as long as you actually hit the opponent. The startup can sometimes be a bit too slow to anti-air on reaction with, but overall it's very fast for how large it is. The recovery isn't insignificant, but it's relatively safe for what it is.
- Pulls in opponent towards Ky on air hit.
- Launches and pulls in opponent towards Ky on Counter Hit.
- Proration: 90%
- Gatling Options: 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 90% | 3 | 14 | 6 |
- Pulls in opponent on air hit
- Air hit untechable for 19F
2D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
30 | Low | 7 | 12 | 12 | -10 |
Used for leading combos into knockdown, poking, and as a low mixup.
2D is a fast, long range sweep that is active for an unusually long amount of time. It's often used as a poke or canceled from a poke in neutral, to keep opponents from jumping in pressure, and sometimes on defense as a fast and long range counterattack. It can also be used to catch reversal backdashes on oki.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
Air Normals
j.P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
12 | High/Air | 6 | 6 | 6 |
Used for countering opponents in the air, controlling air space, tick throws, and Burst-safe confirms.
While Ky's other jumping normals are generally better, j.P is his fastest and least risky airborne attack. j.P is a great way to interrupt opponents approaching you from above when airborne. It's not guaranteed to beat out an opponent's airthrow attempts, since it hits more high up and horizontally than low and vertically.
- Gatling Options: j.P, j,K, j.S, j.H, j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 3 | 8 |
j.K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
16 | High/Air | 7 | 4 | 12 |
Used for long-range air-to-air encounters, and catching opponents jumping away.
j.K is very fast and hits very far, making it a great for air-to-air encounters. It's almost just as fast as j.P, and hits much further and a bit higher up, making this a great choice to catch opponents attempting to escape pressure by jumping, or to challenge an opponent from the air that's far away.
- Gatling Options: j.P, j.S, j.H, j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 3 | 8 |
j.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
28 | High/Air | 7 | 3 | 21 |
Used for okizeme, air combos, as an air-to-ground attack, and in fuzzy guard setups.
Ky's standard jump in attack. It's often used for safejumps over a knocked down opponent for okizeme. j.S is important in Ky's air combos and fuzzy guard mixups because it's jump cancelable.
- Gatling Options: j.P, j.H, j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
j.H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
38 | High/Air | 13 | 4 | 23 |
Used for okizeme, air combos, as an air-to-ground or air-to-air attack, countering anti-airs, and controlling air space.
j.H hits very far, as well as slightly below Ky, it's a gigantic swipe that is used to space opponents at the tip, or to cover escapes by using it while backdashing. Its large hitbox can even beat anti-air attacks when positioned properly at max range! Off a falling CH there's enough hitstun to pick up a combo. j.H is also used in okizeme, as a safejump right before landing. Its startup frames are also useful when doing empty jump mixups, where you would fake it hitting overhead.
- Gatling Options: j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
j.D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
40 | All | 38 | 13 | Total 25+8 after landing |
Used for zoning, space control, okizeme, crossups, and to summon grinders.
j.D is a passive "trap" tool with considerable startup that suspends Ky in the air briefly, so it's best to use it from a distance or while the opponent is downed. It leaves an electric cross hanging in the air for a short amount of time that will hit the opponent if it's touched while active. This is useful for zoning, as well as setting up okizeme. It's possible to cross up an opponent's block by airdashing over them the moment they wake up into j.D.
It also functions as an anti-zoning tool, since j.D also creates a Grinder, allowing you to immediately use Air Stun Edge afterwards for a fortified Stun Edge. It launches on counter hit, so if you're in range then run up and pick a combo up. If done close enough to the ground, ground Stun Edges can pass through the air grinder set by j.D.
- Disappears if Ky is hit but remains even if Ky blocks.
- Creates a grinder and clashes with projectiles
- Has landing recovery unless you YRC or double jump after j.D
- Can only j.D once per jump
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
Universal Mechanics
Ground Throw
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
0,60 | Ground Throw: 75250 | 1 | +49 |
This is the cornerstone of Ky's mixup game. It can be Roman Canceled in the corner for high damage, or midscreen to carry the opponent to the corner.
- Proration: Forced 65%
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Forced: 65% | 0 | NA | 6,0 |
- Frame advantage listed is on hit
- Stun: 30
Air Throw
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
0,60 | Air Throw: 192500 | 1 |
Basic air throw. There isn't enough time use Charged Stun Edge oki safely from this knockdown.
- Standard Throw, 65% Forced Proration
- RC to add a bit of extra damage midscreen, or VT loop in the corner.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Forced: 65% | 0,4 | NA | 6,0 |
- Stun: 30
Dead Angle Attack
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
25 | All | 12 | 3 | 24 | -13 | 1-14F Full 15-32F Throw |
A standard Dead Angle Attack, using Ky's 6P animation. It has moderate startup and recovery, and hit pretty consistently. While always an option, Ky has access to other defensive tools in Vapor Thrust or Ride The Lightning, so consider your options as always.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 50% | 2 | 10 | 7 |
Blitz Attack
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
50 | Mid | (15-48)+13 | 3 | 20 | -2 | 1~Button release: Blitz |
Ky's Blitz Attack is the same as the rest of the cast's, and he has little use for it in combos.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 55% | 1 |
- Hitstop 30F
- Slighty refills own Burst and slightly drains opponent's Burst on hit
- Blows opponent away and wall sticks opponent on hit (untechable for 40F / 80F on CH)
- Crumples opponent on ground CH (79F)
Special Moves
Stun Edge
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Stun Edge | 30 | All | 10 | Until Corner | Total 46 | -10 | |
Stun Edge (Fortified) | 40 | All | ~+9 | 3 | +8 |
- Stun Edge
Fast projectile used for spacing, zoning, ending blockstrings, and resetting pressure with YRC.
Stun Edge (SE) is an important part of Ky's neutral game, and is very powerful with YRC. It can be used to supplement Ky's neutral at any time, but keep in mind the low reward on hit for how risky it is to throw within airdash range. Consider using it without meter more at a range where the opponent cannot punish you with an airdash. SE is not a pure zoning tool, as it is destroyed by multi-hit projectiles, and characters that can quickly create projectiles for zoning.
SE truly shines when YRC'd: Ky can put out a fast moving hitbox very quickly, immediately react to what the opponent is doing, and then pick his options accordingly. On hit it can be confirmed into a combo and knockdown, on block you can start a blockstring. Stun Edge will even delete moves like Gunflame or Venom's balls and allow you to punish their recovery. Try to avoid spending all your meter on this, though - it isn't infallible!
- Can be avoided with low profile moves
- Fortified Stun Edge
Used for zoning, anti-zoning, and resetting pressure.
An extremely useful tool. Shooting an SE through a grinder turns it into a full screen sword beam. Fortified SE passes through other projectiles, and on counter hit it knocks down. This makes it invaluable as a zoning/anti-zoning tool, since SE on its own is rather weak against many other projectiles. With one well placed shot, Ky can break a zoning situation using fortified SE. In pressure where a grinder has been placed between the opponent and Ky, fortified SE can reset pressure since it's +8 on block.
- Passes through other projectiles
- Knocks down opponent on CH
- Can be avoided with low profile moves
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Stun Edge | Initial: 90% | 2 | 2 | 7 | ||||||||||||||||||||||||||||||||||||
Stun Edge (Fortified) | 4 | 3 | 6 |
236S: 236S Grinder:
- Knocks down opponent on CH.
Charged Stun Edge
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
20×3 | All | 38 | Until Corner | Total 69 | +14 | ||
20×6 | All | ~+9 | 59 | +18 |
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 3 | 6 | ||||||||||||||||||||||||||||||||||||||
4 | 3 | 6 |
236H: 236H Grinder:
- On air hit untechable for 60F
Air Stun Edge
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
33 | All | 21 | Until Ground | 41+14 Landing | +2 | ||
43 | All | ~+9 | 3 | ||||
33 | All | 21 | Until Ground | 41+14 Landing | |||
43 | All | ~+9 | 3 |
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 90% | 3 | 2 | 6 | |||||||||||||||||||||||||||||||||||||
4 | 3 | 6 | ||||||||||||||||||||||||||||||||||||||
Initial: 90% | 3 | 2 | 6 | |||||||||||||||||||||||||||||||||||||
4 | 3 | 6 |
j.236S:
- Frame Advantage is on lowest possible height
j.236S Grinder:
- Staggers opponent on grounded CH, min duration 19F / max duration 39F. Knocks down on air CH.
j.236H: j.236H Grinder:
- Knocks down opponent on CH
Vapor Thrust
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
48 | Mid | 9 | 3 | 32+9 Landing | -30 | 1-8F Full | |
48 | Mid | 11 | 4 | 35+9 Landing | -34 | 1~10F Full 11~15F Strike |
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 | ||||||||||||||||||||||||||||||||||||||
Initial: 80% | 2 | 10 | 10 |
623S:
- Floats on hit, untechable for 35F / knockdown on CH
- 9F onwards Airborne
623H:
- Floats on hit, untechable for 60F / knockdown on CH
- 11F onwards Airborne
Stun Dipper
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
12,32 | Low, All | 5 | 14(7)3 | 26 | -15 | 1-4F Upper Body 5-18F Low Profile |
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 90%, -- | 3,2 | 14,10 | 2,5 |
236K:
Greed Sever
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
30 | High/Air | 19 | 14 | 5+11 Landing | -10 | 4F onwards Foot |
Used as a combo tool, to control space against active opponents, to counter hit low attacks, and as an overhead mixup.
As an overhead, Greed Sever (GS) is a bit telegraphed despite its speed. It's unsafe on block at most ranges, so it's primarily used in combos and as an advanced offensive option. While faster than most Dusts, it has a unique animation and loud audio cue that makes it easier to react to.
Though it's somewhat lacking as a pure mixup tool, GS begins to shine when used at range to catch defensive mashing, hop over low attacks, and check over-aggressive movement in neutral. If it connects with an opponent's block at the tip near the end of the animation it's safe on block. It's typically reserved until 50 Tension is saved up to RC it just in case it's blocked.
- While the startup is 19F, it does not hit crouching opponents until later (24F).
- Airborne and invulnerable at the feet from frame 4.
- Leaves Ky in a crouching state on recovery.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 70% | 3 | 14 | 7 |
- Hits crouching characters on 24F
- Frame Adv listed is when this attack is standing blocked on 22F
- 4F onwards airborne
Split Ciel
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
40 | Mid | 15 | 3 | 15 | -1 | 5-12F Lower Body |
Used to summon grinders, in combos, and to end blockstrings.
In neutral, Split Ciel (SC) is used to summon Grinders as quickly and safely as possible. Whiffing a special move may seem bad (and it can be in some matchups), but the threat of a grinder allows Ky to play a more passive neutral game, and compels the opponent to move around to avoid being caught by fortified Stun Edges. On hit, it will stagger the opponent which can create some gimmicky mixup and pressure reset opportunities if they're not good at mashing out of stagger.
SC is also Ky's signature VT loop combo ender: it's the reason he can setup fortified CSE oki and go for free IAD/empty jump mixups. Ending blockstrings with SC is an option, because it's only -1 on block and leaves Ky with a Grinder to work with. Be careful using it to end pressure when too far from your opponent, since it has a decent amount of whiff recovery and can be punished if they're looking for it.
Has some VERY niche utility as a counterpoke, such as against Venom 2S at round start.
- Lower body invulnerable in the middle of the startup (5-12F)
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 10 | 7 |
- Staggers opponent on hit. Max duration 59F, Frame Adv: +14 to +42
Overdrives
Ride The Lightning
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
36×5 [45×5] |
Mid | 10+1 | 42 | 18 | -22 | 1-15 Full 16-42 Projectile | |
36×5 [45×5] |
All | 8+1 | 42 | Until Landing +6 After Landing | 1-9 Full 10-42 Projectile |
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 | ||||||||||||||||||||||||||||||||||||||
2 | 10 | 7 |
632146H:
- [ ] values are for Burst version
- 20% [40%] minimum damage
- Stun: 0
j.632146H:
- [ ] values are for Burst version
- 20% [40%] minimum damage
- Untechable time 36F (72F on CH)
- Will wallstick if opponent hits the wall within 40F from hit
Sacred Edge
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
27×5 | All | 4+3 | Until Corner | Total 36 | +7 | 4-6F Strike | |
100 | All | ~+1 | 3 | +6 |
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 3 | 6 | ||||||||||||||||||||||||||||||||||||||
4 | 20 | 15 |
236236P:
- 20% minimum damage
- On air hit untechable for 30F, knockdown on CH.
236236P Grinder:
- 20% minimum damage
- Untechable time 40F (80F on CH)
- Will wallstick if opponent hits the wall within 40F from hit
Instant Kill
Rising Force
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
DESTROY | All | 9+12 [5+12] |
4 | 30 | -17 | 9-24F Full [5-20F Full] |
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 14 | 6 |
236236H:
- [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
- IK Mode Activation: 51F [5F+5F]