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;Movement Options | ;Movement Options | ||
:Double Jump, 1 Airdash, Dash Type: Run | :Double Jump, 1 Airdash, Dash Type: Run | ||
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|videos=http://horibuna.web.fc2.com/GGXrd/GGXrd_KY.html | |||
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/280-ky-kiske/ | |||
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==Overview== | ==Overview== | ||
Ky is one of the poster boys for the Guilty Gear series and fulfills the role of a simple, well rounded character. Both | Ky is one of the poster boys for the Guilty Gear series and fulfills the role of a simple, well rounded character. Both charismatic and possessing a strong sense of justice, Ky now assumes his position as king reigning over the land of Illyria. However, when he hears of the uprising of a new threat to the world, Ramlethal Valentine, things become complicated for him. Planning to remove this obstacle in the way of his people's peace, Ky plans his assault! | ||
Ky does well at midrange with some useful pokes and a variety of projectiles at his disposal. He is a character that can rapidly switch between keeping the opponent away and turning on the offensive. Some would be quick to assume that Ky is just your average "Shoto." However, there are certain things in his arsenal that can prove this wrong. In GGXRD, Ky was given the addition of "Grinders" (see Durandal Call below) which further augment his already proficient versatility. With this addition, Ky now has better options for spacing, setups, and okizeme. Ky excels at confirming knockdown from ground gatlings, and also greatly benefits from the reworked meter system, giving him useful options with enough tension. This effectively makes some aspects of his game easier and deadlier! | |||
==Strengths== | |||
*Strong neutral game with fast and long reaching normals and good projectiles. | |||
*Has a tool for every situation, including two of the best anti-airs in the game. | |||
*Grinders make his projectiles even stronger and give him great oki. | |||
*Good character for beginners due to his simple game plan and low execution requirement.<br/> | |||
==Weaknesses== | |||
*Low average damage. | |||
*Standard Jack of All Trades, while he has a tool for every situation, he doesn't excel at any area. <br/> | |||
*Low average damage | |||
*Standard Jack of All Trades, while he has a tool for every situation, he doesn't excel at any area <br/> | |||
==Durandal Call== | |||
[[File:GGXRD_Ky_DurandalCall.png|right|thumb|300px|Powered up projectiles]] | [[File:GGXRD_Ky_DurandalCall.png|right|thumb|300px|Powered up projectiles]] | ||
Ky can use specific attacks (5D, j.D, 236D) to summon small floating portals called Grinders that last for 2-3 seconds. Shoot a projectile through a Grinder and it will become stronger, giving Ky more versatility in his gameplay. Stun Edges become full screen beams for zoning, Charged Stun Edges become long lasting projectiles for okizeme, and Sacred Edge sticks the opponent to the wall for combos. | Ky can use specific attacks (5D, j.D, 236D) to summon small floating portals called Grinders that last for 2-3 seconds. Shoot a projectile through a Grinder and it will become stronger, giving Ky more versatility in his gameplay. Stun Edges become full screen beams for zoning, Charged Stun Edges become long lasting projectiles for okizeme, and Sacred Edge sticks the opponent to the wall for combos. | ||
<br clear=all/> | <br clear=all/> | ||
==Normal Moves== | |||
======<font style="visibility:hidden" size="0">5P</font>====== | ======<font style="visibility:hidden" size="0">5P</font>====== | ||
{{MoveData | {{MoveData | ||
Line 72: | Line 81: | ||
|name=5K | |name=5K | ||
|image=GGXRD_Ky_5K.png | |image=GGXRD_Ky_5K.png | ||
|caption= | |caption= Standing low | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
Line 94: | Line 103: | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">c.S</font>====== | ======<font style="visibility:hidden" size="0">c.S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=c.S | |name=c.S | ||
|image=GGXRD_Ky_cS.png | |image=GGXRD_Ky_cS.png | ||
|caption= | |caption= CH fishing tool | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
Line 121: | Line 131: | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">f.S</font>====== | ======<font style="visibility:hidden" size="0">f.S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=f.S | |name=f.S | ||
|image=GGXRD_Ky_fS.png | |image=GGXRD_Ky_fS.png | ||
|caption= | |caption= The button everyone is afraid of | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
Line 153: | Line 164: | ||
======<font style="visibility:hidden" size="0">5H</font>====== | ======<font style="visibility:hidden" size="0">5H</font>====== | ||
{{MoveData | {{MoveData | ||
|name= | |name=5HS | ||
|image=GGXRD_Ky_5H.png | |image=GGXRD_Ky_5H.png | ||
|caption= | |caption= Tag em' with a stagger | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
Line 177: | Line 188: | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">6P</font>====== | ======<font style="visibility:hidden" size="0">6P</font>====== | ||
{{MoveData | {{MoveData | ||
|name=6P | |name=6P | ||
|image=GGXRD_Ky_6P.png | |image=GGXRD_Ky_6P.png | ||
|caption= | |caption= It is perpetual, it keeps the country clean | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
Line 203: | Line 215: | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">6K</font>====== | ======<font style="visibility:hidden" size="0">6K</font>====== | ||
{{MoveData | {{MoveData | ||
|name=6K | |name=6K | ||
|image=GGXRD_Ky_6K.png | |image=GGXRD_Ky_6K.png | ||
|caption= | |caption=Pressure reset and frame trap | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
|damage=32 | |damage=32 | ||
Line 230: | Line 243: | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">6H</font>====== | ======<font style="visibility:hidden" size="0">6H</font>====== | ||
{{MoveData | {{MoveData | ||
|name= | |name=6HS | ||
|image=GGXRD_Ky_6H.png | |image=GGXRD_Ky_6H.png | ||
|caption= | |caption=COCONUT! | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
Line 246: | Line 260: | ||
|roman=YRP | |roman=YRP | ||
|startup=23 | |startup=23 | ||
|active=8, | |active=8,2 | ||
|recovery= | |recovery=2 | ||
|frameAdv=+15 | |frameAdv=+15 | ||
|inv= | |inv= | ||
Line 257: | Line 271: | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">3H</font>====== | ======<font style="visibility:hidden" size="0">3H</font>====== | ||
{{MoveData | {{MoveData | ||
|name= | |name=3HS | ||
|image=GGXRD_Ky_3H.png | |image=GGXRD_Ky_3H.png | ||
|caption= | |caption= | ||
Line 288: | Line 303: | ||
|name=5D | |name=5D | ||
|image=GGXRD_Ky_5D.png | |image=GGXRD_Ky_5D.png | ||
|caption= | |caption= I HAVE THE POWERRRRRR | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
Line 310: | Line 325: | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">2P</font>====== | ======<font style="visibility:hidden" size="0">2P</font>====== | ||
{{MoveData | {{MoveData | ||
Line 389: | Line 405: | ||
======<font style="visibility:hidden" size="0">2H</font>====== | ======<font style="visibility:hidden" size="0">2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name= | |name=2HS | ||
|image=GGXRD_Ky_2H.png | |image=GGXRD_Ky_2H.png | ||
|caption= | |caption= There is no true escape | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
Line 415: | Line 431: | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">2D</font>====== | ======<font style="visibility:hidden" size="0">2D</font>====== | ||
{{MoveData | {{MoveData | ||
Line 526: | Line 543: | ||
======<font style="visibility:hidden" size="0">j.H</font>====== | ======<font style="visibility:hidden" size="0">j.H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j. | |name=j.HS | ||
|image=GGXRD_Ky_jH.png | |image=GGXRD_Ky_jH.png | ||
|caption=Beastly hitbox | |caption=Beastly hitbox | ||
Line 546: | Line 563: | ||
|description= | |description= | ||
*Zoning tool. Safe, long range, low reward | *Zoning tool. Safe, long range, low reward | ||
j.H hits very far as well as slightly below Ky. It can even beat anti air attacks when positioned properly at max range! For the most part, Ky uses this right before landing when jumping to control the space in front of him. | j.H hits very far as well as slightly below Ky. It can even beat anti air attacks when positioned properly at max range! For the most part, Ky uses this right before landing when jumping to control the space in front of him. It's startup frames are also useful when doing empty jump mixups, where you would fake an overhead. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">j.D</font>====== | ======<font style="visibility:hidden" size="0">j.D</font>====== | ||
{{MoveData | {{MoveData | ||
Line 580: | Line 598: | ||
<br clear=all/> | <br clear=all/> | ||
==Universal Mechanics== | |||
======<font style="visibility:hidden" size="0">Ground Throw</font>====== | ======<font style="visibility:hidden" size="0">Ground Throw</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Ground Throw | |name=Ground Throw | ||
|image=GGXRD_Ky_throw.png | |image=GGXRD_Ky_throw.png | ||
|imageSize=250x350px | |||
|caption= | |caption= | ||
|data= | |data= | ||
Line 606: | Line 625: | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Air Throw</font>====== | ======<font style="visibility:hidden" size="0">Air Throw</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Air Throw | |name=Air Throw | ||
|image=GGXRD_Ky_AirThrow.png | |image=GGXRD_Ky_AirThrow.png | ||
|imageSize=250x325px | |||
|caption= | |caption= | ||
|data= | |data= | ||
Line 626: | Line 647: | ||
|frameAdv= | |frameAdv= | ||
|inv= | |inv= | ||
|description= | |description= Basic air throw used to catch those who jump out of your pressure. Enemies land below for knockdown and enough time for oki. | ||
*Standard Throw, 65% Forced Proration | *Standard Throw, 65% Forced Proration | ||
*RC to add a bit of extra damage | *RC to add a bit of extra damage | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Dead Angle Attack</font>====== | ======<font style="visibility:hidden" size="0">Dead Angle Attack</font>====== | ||
{{MoveData | {{MoveData | ||
Line 657: | Line 679: | ||
<br clear=all/> | <br clear=all/> | ||
==Special Moves== | |||
======<font style="visibility:hidden" size="0">Stun Edge</font>====== | ======<font style="visibility:hidden" size="0">Stun Edge</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Stun Edge | |name=Stun Edge | ||
|image=GGXRD_Ky_StunEdge.png | |image=GGXRD_Ky_StunEdge.png | ||
|caption= | |caption= | ||
|image2=GGXRD_Ky_StunEdge2.png | |image2=GGXRD_Ky_StunEdge2.png | ||
|caption2= | |caption2=Thunder and sparks in the heart of the dark | ||
|input=236S | |input=236S | ||
|data= | |data= | ||
Line 711: | Line 733: | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Charged Stun Edge</font>====== | ======<font style="visibility:hidden" size="0">Charged Stun Edge</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Charged Stun Edge | |name=Charged Stun Edge | ||
|image=GGXRD_Ky_ChargedStunEdge.png | |image=GGXRD_Ky_ChargedStunEdge.png | ||
|caption= | |caption= Oki tool | ||
|image2=GGXRD_Ky_ChargedStunEdge2.png | |image2=GGXRD_Ky_ChargedStunEdge2.png | ||
|caption2= | |caption2= *The* oki tool | ||
|input= | |input=236HS | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
Line 759: | Line 782: | ||
A charged version of Ky's Stun Edge that moves across the screen horizontally with full range but is larger and slower than the normal variant. Hits three times instead of one, and is mainly used for okizeme after knockdown. This move will allow ample time to further assault the opponent if they are blocking or being hit. Be careful as this move has a slower startup and is risky if used too close. To fix this, it can be YRC'd which not only makes it safer, but usable for blockstrings. This, just like 236S can be avoided by low profile moves. | A charged version of Ky's Stun Edge that moves across the screen horizontally with full range but is larger and slower than the normal variant. Hits three times instead of one, and is mainly used for okizeme after knockdown. This move will allow ample time to further assault the opponent if they are blocking or being hit. Be careful as this move has a slower startup and is risky if used too close. To fix this, it can be YRC'd which not only makes it safer, but usable for blockstrings. This, just like 236S can be avoided by low profile moves. | ||
---- | ---- | ||
Combining a Grinder with | Combining a Grinder with 236HS will cause it to become much stronger as an okizeme tool as it becomes a large stationary projectile that deals lots of blockstun. Forcing an opponent to wake up into this gives you plenty of time to jump in and go for a high/low mixup without fear of reversals. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Air Stun Edge</font>====== | ======<font style="visibility:hidden" size="0">Air Stun Edge</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Air Stun Edge | |name=Air Stun Edge | ||
|image=GGXRD_Ky_AirStunEdge.png | |image=GGXRD_Ky_AirStunEdge.png | ||
|caption= | |caption= | ||
|image2=GGXRD_Ky_AirStunEdge2.png | |image2=GGXRD_Ky_AirStunEdge2.png | ||
|caption2= | |caption2=Control opponents' approach angles | ||
|input=j.236S/ | |input=j.236S/HS | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
Line 790: | Line 814: | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
|header=No | |header=No | ||
|version= | |version=HS, Normal | ||
|damage=33 | |damage=33 | ||
|tension=1.50/2.40 | |tension=1.50/2.40 | ||
Line 809: | Line 833: | ||
|header=No | |header=No | ||
|version=S, Durandal Call | |version=S, Durandal Call | ||
|damage= | |damage=43 | ||
|tension=2.40 | |tension=2.40 | ||
|risc=6 | |risc=6 | ||
Line 826: | Line 850: | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
|header=No | |header=No | ||
|version= | |version=HS, Durandal Call | ||
|damage= | |damage=43 | ||
|tension=2.40 | |tension=2.40 | ||
|risc=6 | |risc=6 | ||
Line 841: | Line 865: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*S shoots at a more shallow angle than | *S shoots at a more shallow angle than HS | ||
*Shoot through a Grinder to get a beam, just like the ground version. | *Shoot through a Grinder to get a beam, just like the ground version. | ||
Ky has | Ky has frame advantage when TK'd. This a great tool for corner lockdown. Stuns the opponent for a long time on counter hit, giving you lots of time confirm, run in, and perform a quick combo on the opponent for knock down. Observant players can even confirm Counter Hits into 3HS! | ||
}} | }} | ||
}} | }} | ||
Line 852: | Line 876: | ||
|name=Vapor Thrust | |name=Vapor Thrust | ||
|image=GGXRD_Ky_VaporThrust.png | |image=GGXRD_Ky_VaporThrust.png | ||
|caption= VAPPPA | |caption= VAPPPA THRASTO!! | ||
|input=623S/ | |input=623S/HS (air OK) | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
Line 874: | Line 898: | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
|header=no | |header=no | ||
|version= | |version=HS | ||
|damage=48 | |damage=48 | ||
|tension=2.50/4.80 | |tension=2.50/4.80 | ||
Line 910: | Line 934: | ||
*Both ground versions will miss vs low profile attacks | *Both ground versions will miss vs low profile attacks | ||
*Can not be YRC'd or PRC'd | *Can not be YRC'd or PRC'd | ||
*Exact invincibility for S: is 1-8F Full. | *Exact invincibility for S: is 1-8F Full. HS: 1-10 Full, 11-15F Strike | ||
As far as wakeup reversals go, Vapor Thrust 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. | As far as wakeup reversals go, Vapor Thrust 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. | ||
The | The HS version is used frequently in the corner for VT loops | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Stun Dipper</font>====== | ======<font style="visibility:hidden" size="0">Stun Dipper</font>====== | ||
{{MoveData | {{MoveData | ||
Line 921: | Line 946: | ||
|image=GGXRD_Ky_StunDipper.png | |image=GGXRD_Ky_StunDipper.png | ||
|input=236K | |input=236K | ||
|caption= F I V E F R A M E S | |||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
Line 940: | Line 966: | ||
*Punishable on block and whiff | *Punishable on block and whiff | ||
*Frames 1-4 upper body invincibility; Frames 5-18 invincible above the knee | *Frames 1-4 upper body invincibility; Frames 5-18 invincible above the knee | ||
Low profile sliding attack that leads to knockdown where 2D won't reach. The slide is a low and the slash hits mid. Be aware that if this move is used too close, the second hit won't combo, so only use it after gatlings where 2D won't knockdown. 2nd hit knocks down, giving you enough time to run up | Low profile sliding attack that leads to knockdown where 2D won't reach. The slide is a low and the slash hits mid. Be aware that if this move is used too close, the second hit won't combo, so only use it after gatlings where 2D won't knockdown. 2nd hit knocks down, giving you enough time to run up 6HS afterwards. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Greed Sever</font>====== | ======<font style="visibility:hidden" size="0">Greed Sever</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Greed Sever | |name=Greed Sever | ||
|image=GGXRD_Ky_GreedSever.png | |image=GGXRD_Ky_GreedSever.png | ||
|caption= | |caption=Atone for your sins! | ||
|input=214K | |input=214K | ||
|data= | |data= | ||
Line 968: | Line 995: | ||
*Combo tool | *Combo tool | ||
*Airborne from frame 4 | *Airborne from frame 4 | ||
Heavily telegraphed overhead, primarily used in combos especially after | Heavily telegraphed overhead, primarily used in combos especially after 3HS. Do note that while the startup is 19F, it does not hit crouching opponents until much later (22F speculated). | ||
}} | }} | ||
}} | }} | ||
Line 976: | Line 1,003: | ||
|name=Split Ciel | |name=Split Ciel | ||
|image=GGXRD_Ky_SplitCiel.png | |image=GGXRD_Ky_SplitCiel.png | ||
|caption= You can't look away! You can't get away! | |||
|input=236D | |input=236D | ||
|data= | |data= | ||
Line 990: | Line 1,018: | ||
|active=3 | |active=3 | ||
|recovery=15 | |recovery=15 | ||
|frameAdv=- | |frameAdv=-1 | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Fast way to summon a Grinder | *Fast way to summon a Grinder | ||
*When near the corner, 236D > 2D > | *When near the corner, 236D > 2D > 236HS for okizeme | ||
*Lower body invincible in the middle of the startup (5-12F) | *Lower body invincible in the middle of the startup (5-12F) | ||
On air hit (typically after 2D), blows the opponent away full screen, so use it when near the corner to force the opponent to wake up into a powered up | On air hit (typically after 2D), blows the opponent away full screen, so use it when near the corner to force the opponent to wake up into a powered up 236HS. | ||
As an anti-zoning tool use Split Ciel as a fast way to get a grinder out, which forces the opponent to second guess shooting out their own projectile or else you can retaliate with a powered up Stun Edge and hit them from fullscreen immedaitely. | As an anti-zoning tool use Split Ciel as a fast way to get a grinder out, which forces the opponent to second guess shooting out their own projectile or else you can retaliate with a powered up Stun Edge and hit them from fullscreen immedaitely. | ||
Another tactic is to do | Another tactic is to do 236HS YRC, run forwards > Split Ciel! Run forward far enough and you can get a powered up 236HS! This allows you a very safe approach that can end with lots of blockstun. | ||
}} | }} | ||
}} | }} | ||
<br clear=all/> | <br clear=all/> | ||
==Overdrives== | |||
======<font style="visibility:hidden" size="0">Ride The Lightning</font>====== | ======<font style="visibility:hidden" size="0">Ride The Lightning</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Ride The Lightning | |name=Ride The Lightning | ||
|image=GGXRD_Ky_RideTheLightning.png | |image=GGXRD_Ky_RideTheLightning.png | ||
|input= | |caption= Flash before my eyes, now it's time to die | ||
|input=632146HS (air OK) | |||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
Line 1,046: | Line 1,075: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Fully invincible from 1-25F (air version 1- | *Fully invincible from 1-25F (air version 1-17F). Projectile invincible during all active frames. | ||
*Use air version to knockdown midscreen (most of the time). Wall sticks opponent in the corner, but they can tech. | *Use air version to knockdown midscreen (most of the time). Wall sticks opponent in the corner, but they can tech. | ||
Reversal super that does decent damage, but isn't faster than any of Ky's other reversal options. Having said that, the fact that it moves forward lets it beat oki options that Vapor Thrust would lose to. Its projectile invincibility also gives it unique utility in beating things like Millia's disc oki and Elphelt's Grenade-unblockable setups. The additional damage this attack does during Hellfire also makes it useful for tacking on a bit of extra damage for the KO. | Reversal super that does decent damage, but isn't faster than any of Ky's other reversal options. Having said that, the fact that it moves forward lets it beat oki options that Vapor Thrust would lose to. Its projectile invincibility also gives it unique utility in beating things like Millia's disc oki and Elphelt's Grenade-unblockable setups. The additional damage this attack does during Hellfire also makes it useful for tacking on a bit of extra damage for the KO. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Sacred Edge</font>====== | ======<font style="visibility:hidden" size="0">Sacred Edge</font>====== | ||
{{MoveData | {{MoveData | ||
Line 1,056: | Line 1,086: | ||
|image=GGXRD_Ky_SacredEdge.png | |image=GGXRD_Ky_SacredEdge.png | ||
|image2=GGXRD_Ky_SacredEdge2.png | |image2=GGXRD_Ky_SacredEdge2.png | ||
|caption2= The Lightning strikes, cracking the night | |||
|input=236236P | |input=236236P | ||
|data= | |data= | ||
Line 1,098: | Line 1,129: | ||
<br clear=all/> | <br clear=all/> | ||
==Instant Kill== | |||
{{MoveData | {{MoveData | ||
|name=Rising Force | |name=Rising Force | ||
|image=GGXRD_Ky_RisingForce.png | |image=GGXRD_Ky_RisingForce.png | ||
|image2=GGXRD_Ky_RisingForce2.png | |image2=GGXRD_Ky_RisingForce2.png | ||
|caption2= ''They are modest to greed, generous to the truth of the world, when the heart is peaceful the seven seas cry-'' | |||
|input=in IK mode: 236236H | |input=in IK mode: 236236H | ||
|data= | |data= | ||
Line 1,143: | Line 1,175: | ||
*Split Ciel > RC > Activate > IK. Requires 100% Tension. Need to be not too far from the opponent when Split Ciel hits. | *Split Ciel > RC > Activate > IK. Requires 100% Tension. Need to be not too far from the opponent when Split Ciel hits. | ||
**e.g. c.S > 6K > Split Ciel > RC > Activate > IK. | **e.g. c.S > 6K > Split Ciel > RC > Activate > IK. | ||
*Counter-hit Greed Sever > RC > Activate > IK. Requires 100% Tension. If the opponent is airborne then RC won't be needed, meaning you only require 50% Tension. | |||
}} | }} | ||
}} | }} | ||
<br clear=all/> | <br clear=all/> | ||
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{{CharLinks | |||
|charMainPage=GGXRD/Ky Kiske | |||
|videos=http://horibuna.web.fc2.com/GGXrd/GGXrd_KY.html | |||
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/280-ky-kiske/ | |||
}} | |||
{{Navbar-GGXRD}} | {{Navbar-GGXRD}} | ||
[[Category:Guilty Gear | [[Category:Guilty Gear|Ky Kiske]] | ||
Latest revision as of 04:35, 25 December 2023
Ky Kiske |
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Defense Modifier: x1.03 Guts Rating: 2 Stun Resistance: 60 Jump Startup: 3F Backdash Time: 16F Backdash Invincibility: 1-9F
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Overview
Ky is one of the poster boys for the Guilty Gear series and fulfills the role of a simple, well rounded character. Both charismatic and possessing a strong sense of justice, Ky now assumes his position as king reigning over the land of Illyria. However, when he hears of the uprising of a new threat to the world, Ramlethal Valentine, things become complicated for him. Planning to remove this obstacle in the way of his people's peace, Ky plans his assault!
Ky does well at midrange with some useful pokes and a variety of projectiles at his disposal. He is a character that can rapidly switch between keeping the opponent away and turning on the offensive. Some would be quick to assume that Ky is just your average "Shoto." However, there are certain things in his arsenal that can prove this wrong. In GGXRD, Ky was given the addition of "Grinders" (see Durandal Call below) which further augment his already proficient versatility. With this addition, Ky now has better options for spacing, setups, and okizeme. Ky excels at confirming knockdown from ground gatlings, and also greatly benefits from the reworked meter system, giving him useful options with enough tension. This effectively makes some aspects of his game easier and deadlier!
Strengths
- Strong neutral game with fast and long reaching normals and good projectiles.
- Has a tool for every situation, including two of the best anti-airs in the game.
- Grinders make his projectiles even stronger and give him great oki.
- Good character for beginners due to his simple game plan and low execution requirement.
Weaknesses
- Low average damage.
- Standard Jack of All Trades, while he has a tool for every situation, he doesn't excel at any area.
Durandal Call
Ky can use specific attacks (5D, j.D, 236D) to summon small floating portals called Grinders that last for 2-3 seconds. Shoot a projectile through a Grinder and it will become stronger, giving Ky more versatility in his gameplay. Stun Edges become full screen beams for zoning, Charged Stun Edges become long lasting projectiles for okizeme, and Sacred Edge sticks the opponent to the wall for combos.
Normal Moves
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5HS |
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6P
6P |
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6K
6K |
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6H
6HS |
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3H
3HS |
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5D
5D |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2HS |
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2D
2D |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.HS |
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j.D
j.D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Special Moves
Stun Edge
Stun Edge 236S |
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Charged Stun Edge
Charged Stun Edge 236HS |
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Air Stun Edge
Air Stun Edge j.236S/HS |
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Vapor Thrust
Vapor Thrust 623S/HS (air OK) |
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Stun Dipper
Stun Dipper 236K |
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Greed Sever
Greed Sever 214K |
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Split Ciel
Split Ciel 236D |
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Overdrives
Ride The Lightning
Ride The Lightning 632146HS (air OK) |
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Sacred Edge
Sacred Edge 236236P |
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Instant Kill
Rising Force in IK mode: 236236H |
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