GGXRD/Ky Kiske: Difference between revisions

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: ''See also: [[Ky Frame Data (GGXRD)|Ky Full Frame Data]]''
: ''See also: [[Ky Frame Data (GGXRD)|Ky Full Frame Data]]''
===Normal Moves===
===Normal Moves===
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===Universal Mechanics===
===Universal Mechanics===
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===Special Moves===
===Special Moves===
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===Overdrives===
===Overdrives===
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Revision as of 22:24, 11 November 2014

Ky Kiske

Overview

Ky is one of the poster boys for the Guilty Gear series and fulfills the role of a simple, well rounded character. Charismatic and just, Ky now assumes his position as king, reigning over the land of Illyria. However, when he hears of the uprising of a new threat, Ramlethal Valentine, this makes things tough for him as his hands are full from being the king. Planning to remove this obstacle in the way of his people's peace, Ky plans his assault!

Strengths
Midrange combat, Jack of all trades
Weaknesses
Jack of all trades
Movement Options
Double Jump, 1 Airdash, Dash Type: Run

Defense Modifier: x1.03

Guts Rating: ??

Stun Resistance: ??

Jump Startup: 3F

Backdash Time: 16F

Backdash Invincibility: 1-9F


Durandal Call

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.

Move List

H: can block while standing

L: can block while crouching

F: can block while in the air only with Faultless Defense

All: can be blocked however

All attacks can be blocked with aerial Faultless Defense unless stated otherwise.

See also: Ky Full Frame Data

Normal Moves

5P
5P
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
8 HLF CSJR - 5 4 5 +1
  • Use for anti air when 6P would fail (opponent too close or in crossup scenarios)
  • Mashable attack when oppoent attempts tick throw and other setups

While useful, 5P is a "backup plan". Ky has stronger tools in most situations. Mash 5P when in the above scenarios.

5K
5K
GGXRD Ky 5K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 LF SJR - 5 8 7 -5
  • Fast standing low
  • Meaty 5K as okizeme

5K is often used in mixups (empty jump > 5K) as well as in okizeme when you don't have enough time to use Charged Stun Edge. Because 5K has lots of active frames, it can be used as a meaty to maintain frame advantage while performing okizeme.

c.S
c.S
GGXRD Ky cS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 HLF SJR - 7 2 18 -1
  • Staple in combos and blockstrings due to being jump cancelable as well as having many gatling options
  • Option select throw by performing 6H~S or 4H~S.

When close to the opponent, press 6H~S or 4H~S to execute a throw. If the opponent dodges the throw (jumping, backdashing), then a c.S will come out instead! This is much faster that 5H or 6H and has more cancel options afterwards, making it a safer option overall than 4H/6H.

f.S
f.S
GGXRD Ky fS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 HLF SR - 10 6 19 -11
  • Fast long range harassment tool
  • On crouching hit, combos into 3H
  • Can be avoided with low profile attacks

Ky's farthest reaching ground normal and standard poking tools thanks to its long range. Use f.S at max range to lock down the opponent and prevent them from advancing/escaping.

Ky's hurtbox is extended very far forward during and after the attack, so opponets can punish this if used recklessly. Mix it up with 5H, 2S, and Stun Edge if they start to find ways around f.S.

5H
5H
GGXRD Ky 5H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
42 HLF SR - 10 6 12 +1
  • Shorter range version of f.S with safer hurtbox and faster recovery
  • Occasional anti air tool

Long reaching normal that is safe on block. Use with f.S, 2S, and Stun Edge to stop the opponent from getting close to you.

6P
6P
GGXRD Ky 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 HLF SR - 9 5 15 -6
  • Ky's main anti air attack
  • Occasional ground footsie tool

6P is your go-to anti air attack. Cancel into c.S and confirm whether the opponent was hit or not. On hit, perform a combo, on block, cancel into f.S > Stun Edge, or jump and air dash backwards.

6K
6K
GGXRD Ky 6K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32 HLF SR - 19 2 11 +4
  • Ky steps forward before attacking
  • Pressure reset tool
  • c.S > 6K > 236D, 2D > 236H for knockdown plus Charged Stun Edge okizeme.

Because this attack is plus on block and moves Ky forward, this allows Ky to start a new blockstring afterwards. The downside is its slow startup will lose to jumping/backdashing/mashing, so the opponent must be conditioned to block before this can be effectively used.

6H
6H
GGXRD Ky 6H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30x2 HLF SJR - 23 8,1 3 +15
  • Okizeme tool
  • Forces opponent into crouching state on ground hit, enabling combos into f.S > 3H

Strong Okizeme tool that when timed correctly will beat most reversals, with the notable exception of Blitz Shield! Because this attack has such short recovery, whiffing a 6H on oki can be used as a fakeout!

3H
3H
GGXRD Ky 3H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
35 HLF SR - 15 4 25 -12
  • Combos from f.S on crouching hit and counter hit
  • On hit, combo into Greed Sever. On block, cancel into Stun Edge to remain safe
5D
5D
GGXRD Ky 5D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 HF R - 28 13 11 -5
  • Standing overhead
  • Summons a Grinder

Ky can summon Grinders faster with Split Ciel (236D) so it's not recommended for much other than the occasional sneaky unexpected overhead.


2P
2P
GGXRD Ky 2P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
6 HLF CSR - 5 4 4 +2
  • Fast mashable attack to interrupt blockstrings and tick throws
2K
2K
GGXRD Ky 2K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
14 LF SR - 5 4 6 ±0
  • Low attack that reaches farther than 5K
2S
2S
GGXRD Ky 2S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 LF SR - 9 2 15 -3
  • Long range Low
  • Harrasment tool along with f.S and 5H.

Use this attack to stop advancing opponents who try do low profile attacks to go under f.S and 5H. On block, cancel into Stun Edge to make it safe. On hit, cancel into 2D or Stun Dipper to combo into knockdown.

2H
2H
GGXRD Ky 2H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28x2 HLF SJR - 11 1,4 20 -7
  • Pulls in opponent on air hit
  • Launches and pulls in opponent on Counter Hit
  • Jump cancellable

Used in combos and as a preemptive anti air attack since it hits much farther and higher than 6P. Use it to hit opponents who like to jump around outside of 6P range.

2D
2D
GGXRD Ky 2D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 LF SJR - 7 12 12 -10
  • Fast long range sweep
  • 2D > Charged Stun Edge for Oki
j.P
j.P
GGXRD Ky jP.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
6 HA CSJR - 6 6 6 -
  • Occasional anti-air
  • Cancels into itself and j.S, and j.S can cancel into j.P.

This is a safe, but low reward anti air when the opponent attempts to perform delayed jump-in attacks.

When you catch an opponent blocking in the air, mash j.P > j.S > j.P until you touch the ground for a

j.K
j.K
GGXRD Ky jK.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16 HA SR - 7 4 12 -
  • Long range air attack
  • Cancel into j.S to and confirm into combo or jump away.

j.K is very fast and hits very far, making it a great for air-to-air encounters.

j.S
j.S
GGXRD Ky jS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 HA SJR - 7 3 21 -
  • Jump-in tool

Ky's standard jump-in attack. Jump cancelable as well, making a core part of air combos.

j.H
j.H
GGXRD Ky jH.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
38 HA SR - 13 4 23 -
  • 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.D
j.D
GGXRD Ky jD.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 ALL - - 38 13 25 Total + 8 after landing -
  • Stationary projectile for zoning
  • Creates a Grinder afterwards
  • Disappears if Ky gets hit
  • Has landing recovery unless you perform a double jump after j.D

The cross has considerable startup, so it's best to use this from a distance. j.D creates a Grinder which will stay out longer than the actual attack, allowing you to immediately use Air Stun Edge afterwards for a powered up shot! Be aware that j.D suspends Ky in the air briefly during the animation. This move generally sees it's use for zoning and okizeme.


Universal Mechanics

Ground Throw
Ground Throw
GGXRD Ky throw.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
60 43 Dots R - 1 - - +49
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Air Throw
Air Throw
GGXRD Ky AirThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
60 110 Dots R - 1 - - -

A basic air throw which sends the opponent behind Ky.

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Dead Angle Attack
Dead Angle Attack
GGXRD Ky 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 HLF R - 12 3 24 -13

Standard Dead Angle.


Special Moves

Stun Edge
Stun Edge
236S
GGXRD Ky StunEdge.png
GGXRD Ky StunEdge2.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal 30 ALL R - 10 Until Corner Total 46 -10
  • Zoning tool, blockstring ender
  • YRC to recover faster and still have the projectile active
  • Can be avoided with low profile moves

One of Ky's classic tools for zoning, midscreen,and blockstrings. Should be used after blocked normals to make them safe or to YRC which can be used in combos and blockstrings. With this YRC, Ky has the option to immediately react to incoming hits to effectively avoid damage or attempt an anti-air if they choose to jump over it. Be careful, as certain moves that low profile can completely duck the Stun Edge and even characters such as Faust who can crouch under it with ease.

Durandal Call 40 ALL R - ~+9 3 - +5
  • Becomes a full-screen beam
  • Knocks down opponent
  • Can be avoided with low profile moves

Using a Stun Edge with Durandal Call grants a noticeable buff. It becomes much faster, leads to knock down, and can stuff other projectiles. An interesting thing to note is that it has been shown to ignore Potemkin's F.D.B. projectile when it's active.

Charged Stun Edge
Charged Stun Edge
236H
GGXRD Ky ChargedStunEdge.png
GGXRD Ky ChargedStunEdge2.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal 20x3 ALL R - 38 Until Corner Total 69 +14
Durandal Call 20x6 ALL R - ~+9 59 - +18

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 236H will cause it to generate more hits, move faster, and deal more damage. The time during the opponent's blockstun caused by this is more than enough time to go for a mixup. The blast caused by this will not travel full screen, but will quickly hit a large area in front of Ky and stay for a period of time. This too, can be low profiled. You can used this as sort of an anti-air and wait for enemies to land on it and watch them bounce hilariously if they're hit.

  • Main use is for okizeme after knockdown
  • both can be avoided with low profile moves
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Air Stun Edge
Air Stun Edge
j.236S/H
GGXRD Ky AirStunEdge.png
GGXRD Ky AirStunEdge2.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
S, Normal 33 ALL R - 21 Until Ground Total: 41 + 14 after landing -
H, Normal 33 ALL R - 21 Until Ground Total: 41 + 14 after landing -
S, Durandal Call 33 ALL R - ~+9 3 - -
H, Durandal Call 33 ALL R - ~+9 3 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Vapor Thrust
Vapor Thrust
623S/H (air OK)
GGXRD Ky VaporThrust.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
S 48 HLF R - 9 3 32 + 9 Landing -30
H 48 HLF R - 11 4 35 + 9 Landing -34
Air 48 ALL R - 9 3 9 After landing -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Stun Dipper
Stun Dipper
236K
GGXRD Ky StunDipper.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12, 32 L, HLF R - 5 14(7)3 26 -15

A low profile dash that leads to knockdown where 2D won't reach. The slide is a low and the slash hits mid. The slide from this move will completely avoid certain attacks because of the small hitbox. 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. Feel free to do an okizeme right after.

  • low profiles many moves in the game
  • Used to ensure knockdown where 2D won't reach
  • Punishable on block and whiff
  • Frames 1-4 upper body invincibility; Frames 5-18 invincible above the knee
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Greed Sever
Greed Sever
214K
GGXRD Ky GreedSever.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 HA R - 19 14 5 + 11 Landing -13
  • List what the move is used for
  • Airborne from frame 4
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Split Ciel
Split Ciel
236D
GGXRD Ky SplitCiel.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 HLF R - 15 3 15 -4
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Overdrives

Ride The Lightning
Ride The Lightning
632146H air OK
GGXRD Ky RideTheLightning.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground 36x5 HLF R - 10+1 42 18 -22
Air 36x5 ALL R - 10+1 42 Until Landing +6 After Landing -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Sacred Edge
Sacred Edge
236236P
GGXRD Ky SacredEdge.png
GGXRD Ky SacredEdge2.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal 27x5 ALL R - 5+3 Until Corner Total 36 +7
Durandal Call 100 ALL R - ~+1 3 - +6
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Instant Kill

Rising Force
in IK mode: 236236H
GGXRD Ky RisingForce.png
GGXRD Ky RisingForce2.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal DESTROY ALL - - 9+12 4 30 -17
Conclusion Conditions Complete DESTROY ALL - - 5+12 4 30 -17
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Strategy

General Tactics

Tips and Tricks

Combos

Alternate Color Chart

1 2 3 4 5 6 Same Color
Normal

Guilty Gear Xrd -SIGN-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc