GGXRD-R2/Ky Kiske: Difference between revisions

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Revision as of 07:18, 26 September 2022

Overview
Overview

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.

Pros
Cons
  • 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 Kiske
GGXRD-R2 Ky Kiske Portrait.png
Defense
x1.03
Guts Rating
2
Weight
[100] Medium
Stun Resistance
60
Prejump
3F
Backdash
16F (1~9F invuln)
Wakeup Timing
23F (Face Up)/ 21F (Face Down)
Fastest Attack
Reversals


Fortified Projectiles
Powered up projectiles

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

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
8 Mid 5 4 5 +1
Total: 13

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.)

5K

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
Total: 26

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

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
Total: 34

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

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
Total: 27

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.

6P

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
Total: 31

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.

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
Total: 44

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

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
Total: 43

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.

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
Total: 51

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%

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
Total: 12

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

2K

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
Total: 25

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.

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
Total: 35

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

2D

Air Normals

j.P

j.K

j.S

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
Total: 39

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.

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
Total: 75

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

Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack

Blitz Attack

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

Charged Stun Edge

Air Stun Edge

Vapor Thrust

Stun Dipper

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
Total: 37

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.

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
Total: 32

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)

Overdrives

Ride The Lightning

Sacred Edge

Instant Kill

Rising Force

External References

Navigation

 Ky Kiske
To edit frame data, edit values in GGXRD-R2/Ky Kiske/Data.

GGXRD-R2/Navigation