GGXRD-R2/Ky Kiske: Difference between revisions

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|caption=That way!
|caption=That way!
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |damage= 8 |tension=1.44 |risc= |prorate= |level=1 |guard=Mid
  |damage= 8 |tension=1.44 |risc= |prorate= |level=1 |guard=Mid
  |cancel=CSJ |roman=YRP |startup=5 |active=4 |recovery=5 |frameAdv=+1 |inv=
  |cancel=CSJ |roman=YRP |startup=5 |active=4 |recovery=5 |frameAdv=+1 |inv=
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|caption=Watch your feet
|caption=Watch your feet
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |damage=12 |tension=1.44 |risc= |prorate= |level= |guard=Low
  |damage=12 |tension=1.44 |risc= |prorate= |level= |guard=Low
  |cancel=SJ |roman=YRP |startup=5 |active=8 |recovery=7 |frameAdv=-5 |inv=
  |cancel=SJ |roman=YRP |startup=5 |active=8 |recovery=7 |frameAdv=-5 |inv=
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|caption= En Garde!
|caption= En Garde!
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |damage=28 |tension=3.84 |risc=8 |prorate= |level= |guard=Mid
  |damage=28 |tension=3.84 |risc=8 |prorate= |level= |guard=Mid
  |cancel=SJ |roman=YRP |startup=7 |active=2 |recovery=18 |frameAdv=-1 |inv=
  |cancel=SJ |roman=YRP |startup=7 |active=2 |recovery=18 |frameAdv=-1 |inv=
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|caption=The poke everyone is afraid of
|caption=The poke everyone is afraid of
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |damage=28 |tension=2.64 |risc=7 |prorate= |level= |guard=Mid
  |damage=28 |tension=2.64 |risc=7 |prorate= |level= |guard=Mid
  |cancel=S |roman=YRP |startup=10 |active=6 |recovery=19 |frameAdv=-11 |inv=
  |cancel=S |roman=YRP |startup=10 |active=6 |recovery=19 |frameAdv=-11 |inv=
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|caption=Tag em' with a stagger
|caption=Tag em' with a stagger
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |damage=42 |tension=3.84 |risc=6 |prorate= |level= |guard=Mid
  |damage=42 |tension=3.84 |risc=6 |prorate= |level= |guard=Mid
  |cancel=S |roman=YRP |startup=10 |active=6 |recovery=12 |frameAdv=+1 |inv=
  |cancel=S |roman=YRP |startup=10 |active=6 |recovery=12 |frameAdv=+1 |inv=
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THE PEOPLE'S ELBOW!!!!!
THE PEOPLE'S ELBOW!!!!!
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |damage=30 |tension=2.64 |risc=7 |prorate= |level= |guard=Mid
  |damage=30 |tension=2.64 |risc=7 |prorate= |level= |guard=Mid
  |cancel=S |roman=YRP |startup=9 |active=5 |recovery=15 |frameAdv=-6 |inv=
  |cancel=S |roman=YRP |startup=9 |active=5 |recovery=15 |frameAdv=-6 |inv=
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|caption=Pressure reset and frame trap
|caption=Pressure reset and frame trap
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |damage=32 |tension=3.84 |risc=8 |prorate= |level= |guard=Mid
  |damage=32 |tension=3.84 |risc=8 |prorate= |level= |guard=Mid
  |cancel=S |roman=YRP |startup=19 |active=2 |recovery=11 |frameAdv=+4 |inv=
  |cancel=S |roman=YRP |startup=19 |active=2 |recovery=11 |frameAdv=+4 |inv=
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|caption=
|caption=
|data=  
|data=  
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |damage=30x2 |tension=? |risc=? |prorate= |level= |guard=Mid
  |damage=30x2 |tension=? |risc=? |prorate= |level= |guard=Mid
  |cancel=S |roman=YRP |startup=23 |active=6,(8),2 |recovery=6 |frameAdv=+11 |inv=
  |cancel=S |roman=YRP |startup=23 |active=6,(8),2 |recovery=6 |frameAdv=+11 |inv=
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|caption=Fore
|caption=Fore
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |damage=35 |tension=3.84 |risc=6 |prorate= |level= |guard=Mid
  |damage=35 |tension=3.84 |risc=6 |prorate= |level= |guard=Mid
  |cancel=S |roman=YRP |startup=15 |active=4 |recovery=25 |frameAdv=-12 |inv=
  |cancel=S |roman=YRP |startup=15 |active=4 |recovery=25 |frameAdv=-12 |inv=
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|caption=Atone for your sins!
|caption=Atone for your sins!
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |damage=25 |tension=3.84 |risc=20 |prorate= |level= |guard=HF
  |damage=25 |tension=3.84 |risc=20 |prorate= |level= |guard=HF
  |cancel= |roman=YRP |startup=28 |active=13 |recovery=11 |frameAdv=-5 |inv=
  |cancel= |roman=YRP |startup=28 |active=13 |recovery=11 |frameAdv=-5 |inv=
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|caption= It all starts here
|caption= It all starts here
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |damage=6 |tension=1.44 |risc=8 |prorate= |level= |guard=Mid
  |damage=6 |tension=1.44 |risc=8 |prorate= |level= |guard=Mid
  |cancel=CS |roman=YRP |startup=5 |active=4 |recovery=4 |frameAdv=+2 |inv=
  |cancel=CS |roman=YRP |startup=5 |active=4 |recovery=4 |frameAdv=+2 |inv=
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|caption= More lows, more frame traps, more tick throws
|caption= More lows, more frame traps, more tick throws
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |damage=14 |tension=1.44 |risc=8 |prorate= |level= |guard=Low
  |damage=14 |tension=1.44 |risc=8 |prorate= |level= |guard=Low
  |cancel=S |roman=YRP |startup=5 |active=4 |recovery=6 |frameAdv=±0 |inv=
  |cancel=S |roman=YRP |startup=5 |active=4 |recovery=6 |frameAdv=±0 |inv=
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|caption=They aren't going under anything
|caption=They aren't going under anything
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |damage=25 |tension=2.64 |risc=7 |prorate= |level= |guard=Low
  |damage=25 |tension=2.64 |risc=7 |prorate= |level= |guard=Low
  |cancel=S |roman=YRP |startup=9 |active=2 |recovery=15 |frameAdv=-3 |inv=
  |cancel=S |roman=YRP |startup=9 |active=2 |recovery=15 |frameAdv=-3 |inv=
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|caption=There is no true escape  
|caption=There is no true escape  
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |damage=28x2 |tension=3.84 |risc=6 |prorate= |level= |guard=Mid
  |damage=28x2 |tension=3.84 |risc=6 |prorate= |level= |guard=Mid
  |cancel=SJ |roman=YRP |startup=11 |active=1,4 |recovery=20 |frameAdv=-7 |inv=
  |cancel=SJ |roman=YRP |startup=11 |active=1,4 |recovery=20 |frameAdv=-7 |inv=
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|caption= Active for a day and half
|caption= Active for a day and half
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |damage=30 |tension=2.64 |risc=7 |prorate= |level= |guard=Low
  |damage=30 |tension=2.64 |risc=7 |prorate= |level= |guard=Low
  |cancel=SJ |roman=YRP |startup=7 |active=12 |recovery=12 |frameAdv=-10 |inv=
  |cancel=SJ |roman=YRP |startup=7 |active=12 |recovery=12 |frameAdv=-10 |inv=
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|caption= That way! (air OK)
|caption= That way! (air OK)
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |damage=6 |tension=1.44 |risc=8 |prorate= |level= |guard=HA
  |damage=6 |tension=1.44 |risc=8 |prorate= |level= |guard=HA
  |cancel=CSJ |roman=YRP |startup=6 |active=6 |recovery=6 |frameAdv= |inv=
  |cancel=CSJ |roman=YRP |startup=6 |active=6 |recovery=6 |frameAdv= |inv=
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|caption=Air f.s
|caption=Air f.s
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |damage=16 |tension=1.44 |risc=8 |prorate= |level= |guard=HA
  |damage=16 |tension=1.44 |risc=8 |prorate= |level= |guard=HA
  |cancel=S |roman=YRP |startup=7 |active=4 |recovery=12 |frameAdv= |inv=
  |cancel=S |roman=YRP |startup=7 |active=4 |recovery=12 |frameAdv= |inv=
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|caption= Tech buttons
|caption= Tech buttons
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |damage=28 |tension=2.64 |risc=7 |prorate= |level= |guard=HA
  |damage=28 |tension=2.64 |risc=7 |prorate= |level= |guard=HA
  |cancel=SJ |roman=YRP |startup=7 |active=3 |recovery=21 |frameAdv= |inv=
  |cancel=SJ |roman=YRP |startup=7 |active=3 |recovery=21 |frameAdv= |inv=
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|caption=Whack a mole
|caption=Whack a mole
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |damage=38 |tension=2.64 |risc=7 |prorate= |level= |guard=HA
  |damage=38 |tension=2.64 |risc=7 |prorate= |level= |guard=HA
  |cancel=S |roman=YRP |startup=13 |active=4 |recovery=23 |frameAdv= |inv=
  |cancel=S |roman=YRP |startup=13 |active=4 |recovery=23 |frameAdv= |inv=
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|caption= It's time to STOP
|caption= It's time to STOP
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |damage=40 |tension=2.64 |risc=7 |prorate= |level= |guard=All
  |damage=40 |tension=2.64 |risc=7 |prorate= |level= |guard=All
  |cancel= |roman=YRP |startup=38 |active=13 |recovery=25 Total + 8 after landing  |frameAdv= |inv=
  |cancel= |roman=YRP |startup=38 |active=13 |recovery=25 Total + 8 after landing  |frameAdv= |inv=
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|caption= They can't simply block forever
|caption= They can't simply block forever
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |damage=60 |tension=4.80 |risc=6, 8 |prorate= |level= |guard=Ground Throw: 75250
  |damage=60 |tension=4.80 |risc=6, 8 |prorate= |level= |guard=Ground Throw: 75250
  |cancel= |roman=R |startup=1 |active= |recovery= |frameAdv=+49 |inv=
  |cancel= |roman=R |startup=1 |active= |recovery= |frameAdv=+49 |inv=
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|caption= No-fly zone
|caption= No-fly zone
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |damage=60 |tension=4.80 |risc=6, 0 |prorate= |level= |guard=Air Throw: 192500
  |damage=60 |tension=4.80 |risc=6, 0 |prorate= |level= |guard=Air Throw: 192500
  |cancel= |roman=R |startup=1 |active= |recovery= |frameAdv= |inv=
  |cancel= |roman=R |startup=1 |active= |recovery= |frameAdv= |inv=
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|caption=VETOED
|caption=VETOED
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |damage=25 |tension= |risc=7 |prorate= |level= |guard=Mid
  |damage=25 |tension= |risc=7 |prorate= |level= |guard=Mid
  |cancel= |roman= |startup=12 |active=3 |recovery=24 |frameAdv=-13 |inv=
  |cancel= |roman= |startup=12 |active=3 |recovery=24 |frameAdv=-13 |inv=
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|caption=
|caption=
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2-R2
  |version=Uncharged |damage=50 |tension= |risc= |prorate=Initial: 55% |level=1 |guard=Mid
  |version=Uncharged |damage=50 |tension= |risc= |prorate=Initial: 55% |level=1 |guard=Mid
  |cancel= |roman=R |startup=(15-48)+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-2 |inv= }}
  |cancel= |roman=R |startup=(15-48)+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-2 |inv= }}
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2-R2
  |header=no
  |header=no
  |version=Max Charge |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid
  |version=Max Charge |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid
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|input=236S
|input=236S
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |version=Normal |damage=30 |tension=2.75/4.80 |risc=7 |prorate= |level= |guard=All
  |version=Normal |damage=30 |tension=2.75/4.80 |risc=7 |prorate= |level= |guard=All
  |cancel= |roman=YRP |startup=10 |active=Until Corner |recovery=Total 46 |frameAdv=-10 |inv=
  |cancel= |roman=YRP |startup=10 |active=Until Corner |recovery=Total 46 |frameAdv=-10 |inv=
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Stun Edge (SE) is an important part of Ky's neutral game, and is extremely versatile with YRC. It can be used to supplement Ky's spacing midscreen, acting as a longer range but riskier f.S since it has significant recovery and will be punished if jumped or airdashed over. It can also be used at long range as a zoning and harassment tool, especially when the opponent is too far away to punish it with an airdash. It only hits once, SE is outclassed by multi-hit projectiles, and characters that can quickly create projectiles for zoning. SE is safe and a strong approach tool when used with YRC,  Ky has the ability to immediately react to what the opponent is doing and then counter accordingly or approach. Certain moves that low profile can completely avoid SE.
Stun Edge (SE) is an important part of Ky's neutral game, and is extremely versatile with YRC. It can be used to supplement Ky's spacing midscreen, acting as a longer range but riskier f.S since it has significant recovery and will be punished if jumped or airdashed over. It can also be used at long range as a zoning and harassment tool, especially when the opponent is too far away to punish it with an airdash. It only hits once, SE is outclassed by multi-hit projectiles, and characters that can quickly create projectiles for zoning. SE is safe and a strong approach tool when used with YRC,  Ky has the ability to immediately react to what the opponent is doing and then counter accordingly or approach. Certain moves that low profile can completely avoid SE.
  }}
  }}
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |header=no
  |header=no
  |version=Fortified |damage=40 |tension=4.80 |risc=6 |prorate= |level= |guard=All
  |version=Fortified |damage=40 |tension=4.80 |risc=6 |prorate= |level= |guard=All
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|input=236HS
|input=236HS
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |version=Normal |damage=20x3 |tension=2.40 |risc=6 |prorate= |level= |guard=All
  |version=Normal |damage=20x3 |tension=2.40 |risc=6 |prorate= |level= |guard=All
  |cancel= |roman=YRP |startup=38 |active=Until Corner |recovery=Total 69 |frameAdv=+14 |inv=
  |cancel= |roman=YRP |startup=38 |active=Until Corner |recovery=Total 69 |frameAdv=+14 |inv=
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Charged Stun Edge (CSE) is a powered up version of Ky's Stun Edge. It is larger and slower than the normal variant, and hits three times instead of one. It's mainly used for safe, easy okizeme after a knockdown due to it's considerable startup and recovery, yet large amount of frame advantage (+14). In neutral it has it's uses, especially to attempt to cover an approach. Once it's out, you can instant airdash over it and use j.HS to lock the opponent down or follow behind it on the ground and react to jump out attempts. It's use as a pressure reset is limited and risky, but can catch opponents playing passively and give you another mixup attempt. With YRC, it becomes much easier to use in neutral, and less risky as a pressure reset.
Charged Stun Edge (CSE) is a powered up version of Ky's Stun Edge. It is larger and slower than the normal variant, and hits three times instead of one. It's mainly used for safe, easy okizeme after a knockdown due to it's considerable startup and recovery, yet large amount of frame advantage (+14). In neutral it has it's uses, especially to attempt to cover an approach. Once it's out, you can instant airdash over it and use j.HS to lock the opponent down or follow behind it on the ground and react to jump out attempts. It's use as a pressure reset is limited and risky, but can catch opponents playing passively and give you another mixup attempt. With YRC, it becomes much easier to use in neutral, and less risky as a pressure reset.
  }}
  }}
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |header=no
  |header=no
  |version=Fortified |damage=20x6 |tension=1.20 |risc=6 |prorate= |level= |guard=All
  |version=Fortified |damage=20x6 |tension=1.20 |risc=6 |prorate= |level= |guard=All
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|input=j.236S/HS
|input=j.236S/HS
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |version=S, Normal |damage=33 |tension=1.50/2.40 |risc=6 |prorate= |level= |guard=All
  |version=S, Normal |damage=33 |tension=1.50/2.40 |risc=6 |prorate= |level= |guard=All
  |cancel= |roman=YRP |startup=21 |active=Until Ground  |recovery=Total: 41 + 14 after landing  |frameAdv= |inv=
  |cancel= |roman=YRP |startup=21 |active=Until Ground  |recovery=Total: 41 + 14 after landing  |frameAdv= |inv=
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S Air SE is a multipurpose projectile that can be used in many ways. In neutral it can be used to catch approaching opponents, and to punish anti-air attempts once they've got under you. This is always a risk, but is extremely  safe with YRC, since you won't have to deal with landing recovery, and can assess the situation to confirm into a combo if it hit, go for a mixup if it was blocked, or disengage with an airdash if it was avoided. When Tiger Knee'd (2369S/HS, also referred to as TK), it is advantageous on block, which makes it another way to reset pressure, especially after a jump cancelable normal such as 2HS or c.S. Using an aerial projectile as a pressure reset is unconventional, and many opponents may try to challenge with an attack, leading to an easy frame trap. This is extra effective in the corner!
S Air SE is a multipurpose projectile that can be used in many ways. In neutral it can be used to catch approaching opponents, and to punish anti-air attempts once they've got under you. This is always a risk, but is extremely  safe with YRC, since you won't have to deal with landing recovery, and can assess the situation to confirm into a combo if it hit, go for a mixup if it was blocked, or disengage with an airdash if it was avoided. When Tiger Knee'd (2369S/HS, also referred to as TK), it is advantageous on block, which makes it another way to reset pressure, especially after a jump cancelable normal such as 2HS or c.S. Using an aerial projectile as a pressure reset is unconventional, and many opponents may try to challenge with an attack, leading to an easy frame trap. This is extra effective in the corner!
  }}
  }}
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |header=No
  |header=No
  |version=HS, Normal |damage=33 |tension=1.50/2.40 |risc=6 |prorate= |level= |guard=All
  |version=HS, Normal |damage=33 |tension=1.50/2.40 |risc=6 |prorate= |level= |guard=All
Line 536: Line 536:


  }}
  }}
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |header=No
  |header=No
  |version=S, Fortified |damage=43 |tension=2.40 |risc=6 |prorate= |level= |guard=All
  |version=S, Fortified |damage=43 |tension=2.40 |risc=6 |prorate= |level= |guard=All
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For the most part, this move functions exactly the same as S Air SE, only more rewarding. You may find yourself using DC Air SE after using j.D as an okizeme tool, or after jump canceling a normal during pressure and using j.D. DC Air SE stuns the opponent for a long time on counter hit, giving you time confirm, run in, and perform a quick combo on the opponent for knock down. Observant players can even confirm Counter Hits into 3HS!
For the most part, this move functions exactly the same as S Air SE, only more rewarding. You may find yourself using DC Air SE after using j.D as an okizeme tool, or after jump canceling a normal during pressure and using j.D. DC Air SE stuns the opponent for a long time on counter hit, giving you time confirm, run in, and perform a quick combo on the opponent for knock down. Observant players can even confirm Counter Hits into 3HS!
  }}
  }}
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |header=No
  |header=No
  |version=HS, Fortified |damage=43 |tension=2.40 |risc=6 |prorate= |level= |guard=All
  |version=HS, Fortified |damage=43 |tension=2.40 |risc=6 |prorate= |level= |guard=All
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|input=623S/HS (air OK)
|input=623S/HS (air OK)
|data=
|data=
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |version=S |damage=48 |tension=2.50/4.80 |risc=7 |prorate= |level= |guard=Mid
  |version=S |damage=48 |tension=2.50/4.80 |risc=7 |prorate= |level= |guard=Mid
  |cancel= |roman=R |startup=9 |active=3 |recovery=32 + 9 Landing |frameAdv=-30 |inv=
  |cancel= |roman=R |startup=9 |active=3 |recovery=32 + 9 Landing |frameAdv=-30 |inv=
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Vapor Thrust (VT) is Ky's invulnerable reversal attack. The S version (SVT) is very rewarding on Counter Hit and starts up/recovers slightly faster than the HS version, but it has much less invulnerability time. It's usually used as a high risk high reward anti-air, or in very specific situations to take advantage of the long untechable recovery on Counter Hit to deal lots of damage. This is an attack that sees rare use.
Vapor Thrust (VT) is Ky's invulnerable reversal attack. The S version (SVT) is very rewarding on Counter Hit and starts up/recovers slightly faster than the HS version, but it has much less invulnerability time. It's usually used as a high risk high reward anti-air, or in very specific situations to take advantage of the long untechable recovery on Counter Hit to deal lots of damage. This is an attack that sees rare use.
  }}
  }}
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |header=no
  |header=no
  |version=HS |damage=48 |tension=2.50/4.80 |risc=10 |prorate= |level= |guard=Mid
  |version=HS |damage=48 |tension=2.50/4.80 |risc=10 |prorate= |level= |guard=Mid
Line 582: Line 582:
While better than SVT, as far as wakeup reversals go, HS VT (HVT) is risky; it loses to low profile and safe jump attacks, so players need to be sure the opponent isn't doing one of those before attempting this. It also starts up slowly in comparison to other reversals. For example, Ky can use 5K as a meaty on okizeme that will recover in time to block HVT if it's used. HVT hits on both sides of Ky, making it useful for dealing with crossups (as long as your input isn't crossed up). Ky is not left in Counter Hit or crouching state during the recovery. It is integral in Ky's combos, including Vapor Thrust loops, Split Ciel loops, and Dash VT combos. It's used to juggle the opponent, secure knockdowns, and end combos.
While better than SVT, as far as wakeup reversals go, HS VT (HVT) is risky; it loses to low profile and safe jump attacks, so players need to be sure the opponent isn't doing one of those before attempting this. It also starts up slowly in comparison to other reversals. For example, Ky can use 5K as a meaty on okizeme that will recover in time to block HVT if it's used. HVT hits on both sides of Ky, making it useful for dealing with crossups (as long as your input isn't crossed up). Ky is not left in Counter Hit or crouching state during the recovery. It is integral in Ky's combos, including Vapor Thrust loops, Split Ciel loops, and Dash VT combos. It's used to juggle the opponent, secure knockdowns, and end combos.
  }}
  }}
  {{AttackData-GGXRD
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  |version=Air |damage=48 |tension=2.50/4.80 |risc=7 |prorate= |level= |guard=All
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|caption= F I V E F R A M E S
|caption= F I V E F R A M E S
|data=
|data=
  {{AttackData-GGXRD
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  |damage=12, 32 |tension=2.00/4.80, 7.20 |risc=2, 5 |prorate= |level= |guard=Low, Mid
  |cancel= |roman=YRP |startup=5 |active=14(7)3 |recovery=26 |frameAdv=-15|description=
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|input=214K
|input=214K
|data=  
|data=  
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
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  |cancel= |roman=YRP |startup=19 |active=14 |recovery=5 + 11 Landing  |frameAdv=-13 |inv=
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|input=236D
|input=236D
|data=
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  {{AttackData-GGXRD
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|caption=''Thunder sounds!''
|caption=''Thunder sounds!''
|data=
|data=
  {{AttackData-GGXRD
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  |version=Ground |damage=36x5 |tension= |risc=7 |prorate= |level= |guard=Mid
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  |description= }}
  |description= }}
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
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  |damage=36x5 |tension= |risc=7 |prorate= |level= |guard=All
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|caption2= The lightning strikes, cracking the night
|caption2= The lightning strikes, cracking the night
|data=
|data=
  {{AttackData-GGXRD
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  |description= }}
  |description= }}
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
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  |damage=100 |tension= |risc=6 |prorate= |level= |guard=All
  |damage=100 |tension= |risc=6 |prorate= |level= |guard=All
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|input=in IK mode: 236236H
|input=in IK mode: 236236H
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  {{AttackData-GGXRD
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  |version=Normal |damage=DESTROY |tension= |risc=6 |prorate= |level= |guard=All
  |cancel= |roman= |startup=9+12 |active=4 |recovery=30 |frameAdv=-17 }}
  |cancel= |roman= |startup=9+12 |active=4 |recovery=30 |frameAdv=-17 }}
  {{AttackData-GGXRD
  {{AttackData-GGXRD-R2
  |header=no
  |header=no
  |version=Conclusion Conditions Complete |damage=DESTROY |tension= |risc=6 |prorate= |level= |guard=All
  |version=Conclusion Conditions Complete |damage=DESTROY |tension= |risc=6 |prorate= |level= |guard=All

Revision as of 07:57, 28 October 2017

Ky Kiske
GGXRD-R Ky Portrait.png
Defense Modifier: x1.03

Guts Rating: 2
Weight: Medium
Stun Resistance: 60
Prejump:
Backdash Time 16F / Invul: 1-9F
Wakeup (Face Up/Down): /

Movement Options
Double Jump, 1 Airdash, Dash Type: Run
  

Overview

Backstory

After leading the Sacred Order of Holy Knights to victory against Justice and ending the crusades, Ky was haunted by the commander gear's last words that challenged his rigid ideals. His former conviction in his concept of justice shaken, Ky contemplated the true meaning of justice during his search for the new commander gear, and his many clashes with his lifelong rival Sol Badguy. After fostering a forbidden relationship with Dizzy and giving birth to a son, Sin, Ky was pressured into becoming the puppet leader of Illyria by the United Nations under veiled threats to his family. Charismatic, skilled, and possessing a deep belief in hope, Ky takes the throne as High King reigning over the land of Illyria. The weight of his position has broadened his view significantly, and he has lost some of his youthful zeal in his ruling years. He feels regret for his failures as a father and husband, having sent Sin to be raised by his old rival, Sol, for his son's safety in a world hostile to gears, and to focus on his duties to his people as king. Despite his kind heart and collected royal demeanor, he still possesses an unwavering sense of justice, and is prone to outbursts of anger and emotion when pushed too far. Some doubt his abilities and think him unfit to rule, but many others adore him for displaying such human behavior. Having used the Thunderseal to save Dizzy's life, Ky takes up his imitation blade, Magnolia Eclair, in GGXRD.

Gameplay Overview

Ky Kiske fulfills the role of a simple and well rounded character. Ky performs best at midrange with a variety of useful pokes at his disposal, but he has tools at every range thanks to his Stun Edge projectiles. He uses his fast and long reaching f.S to tame opponents and threaten them with high damage counter hit combos, and rounds out his spacing game with 2S, 5HS, 2K, and 2D. From well spaced pokes, experienced Ky players can cancel into Stun Dipper to secure knockdowns from afar. Frustrated opponents that jump at him will find themselves dealing with his above-the-knees invulnerable 6P and extremely long reaching 2HS. When he finds himself further away from the opponent he can use his Stun Edge projectiles to harass them, either covering his approach or playing keep away. After securing a knockdown, Ky can safely set up okizeme using Charged Stun Edge, then apply his strong pressure game by lacing in low attacks, frame traps, throws, and pressure resets with 6HS and 6K to wear the enemy down. To turn the tide, Ky can use his exceptional Stun Dipper to slide under pokes and projectiles and score knockdowns, utilize his overhead Greed Sever to attempt to catch the opponent slacking on defense, or spend Tension to use his fully invulnerable reversal, Ride The Lightning. He is a character that can rapidly switch between keeping the opponent away and turning on the offensive. His balanced movepool has a tool for every situation, though he lacks specialization in any one role. While some are quick to assume Ky is a painfully basic character, he has many tricks and tools in his arsenal that round out his game plan. In Xrd Ky was given the addition of "Grinders" (see Durandal Call below) which further augment his abilities. Using Grinders, Ky can create projectiles to strengthen his zoning game, okizeme, and combos. In short, Ky excels at playing the neutral game, knocking opponents down from grounded hits, setting up safe okizeme, and creating strong pressure.

Strengths

  • Strong neutral game with fast and far-reaching normals that reward hits with knockdown and damage, and long range projectiles useful for zoning and anti-zoning.
  • Strong projectile okizeme.
  • Pressure that utilizes many lows, rewarding frame traps, and opportunities to reset pressure.
  • Has a tool for every situation, including two strong anti-airs, and two reversal attacks.
  • Grinders augment both his neutral and okizeme potential.
  • Ease of use and focus on fundamentals make him a great choice for beginners.

Weaknesses

  • Basic throw/frame trap focused mixup, requiring reads and conditioning to successfully break an opponent's defense consistently.
  • While he has a tool for every situation, he can be outclassed by specialists.

Durandal Call and Fortified Projectiles

Powered up projectiles

Ky can use specific attacks (5D, j.D, 236D) to summon small floating portals 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 versatility in his gameplay. Stun Edges become full screen sword-beams for zoning, Charged Stun Edges become a large, long lasting sword projectile for okizeme, and Sacred Edge becomes a massive full screen blade, slamming the opponent to the wall for combos.

Normal Moves

5P
5P
GGXRD Ky 5P.png
That way!
8 Mid 5 4 5 - -
5K
5K
GGXRD Ky 5K.png
Watch your feet
12 Low 5 8 7 - -
c.S
c.S
GGXRD Ky cS.png
En Garde!
28 Mid 7 2 18 - -
f.S
f.S
GGXRD Ky fS.png
The poke everyone is afraid of
28 Mid 10 6 19 - -
5H
5HS
GGXRD Ky 5H.png
Tag em' with a stagger
42 Mid 10 6 12 - -
6P
6P
GGXRD Ky 6P.png
It is perpetual, it keeps the country clean

THE PEOPLE'S ELBOW!!!!!

30 Mid 9 5 15 - -
6K
6K
GGXRD Ky 6K.png
Pressure reset and frame trap
32 Mid 19 2 11 - -
6H
6HS
GGXRD-R2 Ky 6H.png
30x2 Mid 23 6,(8),2 6 - -
3H
3HS
GGXRD Ky 3H.png
Fore
35 Mid 15 4 25 - -
5D
5D
GGXRD Ky 5D.png
Atone for your sins!
25 HF 28 13 11 - -
2P
2P
GGXRD Ky 2P.png
It all starts here
6 Mid 5 4 4 - -
2K
2K
GGXRD Ky 2K.png
More lows, more frame traps, more tick throws
14 Low 5 4 6 - -
2S
2S
GGXRD-R2 Ky 2S.png
They aren't going under anything
25 Low 9 2 15 - -
2H
2HS
GGXRD Ky 2H.png
There is no true escape
28x2 Mid 11 1,4 20 - -
2D
2D
GGXRD Ky 2D.png
Active for a day and half
30 Low 7 12 12 - -
j.P
j.P
GGXRD Ky jP.png
That way! (air OK)
6 HA 6 6 6 - -
j.K
j.K
GGXRD Ky jK.png
Air f.s
16 HA 7 4 12 - -
j.S
j.S
GGXRD Ky jS.png
Tech buttons
28 HA 7 3 21 - -
j.H
j.HS
GGXRD Ky jH.png
Whack a mole
38 HA 13 4 23 - -
j.D
j.D
GGXRD Ky jD.png
It's time to STOP
40 All 38 13 25 Total + 8 after landing - -


Universal Mechanics

Ground Throw
Ground Throw
GGXRD Ky throw.png
They can't simply block forever
60 Ground Throw: 75250 1 - -
Air Throw
Air Throw
GGXRD Ky AirThrow.png
No-fly zone
60 Air Throw: 192500 1 - -
Dead Angle Attack
Dead Angle Attack
GGXRD Ky 6P.png
VETOED
25 Mid 12 3 24 - -
Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Ky BlitzAttack.png
Template:AttackData-GGXRD-R2-R2Template:AttackData-GGXRD-R2-R2


Special Moves

Stun Edge
Stun Edge
236S
GGXRD Ky StunEdge.png
COCONUT
GGXRD Ky StunEdge2.png
I am the bone of my sword
30 All 10 Until Corner Total 46 - - 40 All ~+9 3 - -
Charged Stun Edge
Charged Stun Edge
236HS
GGXRD Ky ChargedStunEdge.png
Thunder and sparks, in the heart of the dark
GGXRD Ky ChargedStunEdge2.png
Fortified is a large stationary projectile
20x3 All 38 Until Corner Total 69 - - 20x6 All ~+9 59 - -
Air Stun Edge
Air Stun Edge
j.236S/HS
GGXRD Ky AirStunEdge.png
Air Stun Edge
GGXRD Ky AirStunEdge2.png
Fortified is a beam
33 All 21 Until Ground Total: 41 + 14 after landing - - 33 All 21 Until Ground Total: 41 + 14 after landing - - 43 All ~+9 3 - - 43 All ~+9 3 - -
Vapor Thrust
Vapor Thrust
623S/HS (air OK)
GGXRD Ky VaporThrust.png
Never forgive a Shenanigan
48 Mid 9 3 32 + 9 Landing - - 48 Mid 11 4 35 + 9 Landing - - 48 All 9 3 9 After landing - -
Stun Dipper
Stun Dipper
236K
GGXRD Ky StunDipper.png
F I V E F R A M E S
12, 32 Low, Mid 5 14(7)3 26 - -
Greed Sever
Greed Sever
214K
GGXRD Ky GreedSever.png
Low crush UNBLOCKABLE
30 High / Air 19 14 5 + 11 Landing - -
Split Ciel
Split Ciel
236D
GGXRD Ky SplitCiel.png
Gate of Illyria
40 Mid 15 3 15 - -


Overdrives

Ride The Lightning
Ride The Lightning
632146HS (air OK)
GGXRD Ky RideTheLightning.png
Thunder sounds!
36x5 Mid 10+1 42 18 - - 36x5 All 8+1 42 Until Landing +6 After Landing - -
Sacred Edge
Sacred Edge
236236P
GGXRD Ky SacredEdge.png
GGXRD Ky SacredEdge2.png
The lightning strikes, cracking the night
27x5 All 4+3 Until Corner Total 36 - - 100 All ~+1 3 - -


Instant Kill

Rising Force
in IK mode: 236236H
GGXRD Ky RisingForce.png
GGXRD Ky RisingForce2.png
They are modest to greed, generous to the truth of the world, when the heart is peaceful the seven seas cry-
DESTROY All 9+12 4 30 - - DESTROY All 5+12 4 30 - -



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