Line 25: | Line 25: | ||
|fields=input,damage,guard,startup,active,recovery,onBlock,invuln | |fields=input,damage,guard,startup,active,recovery,onBlock,invuln | ||
|where=chara="Ky Kiske" and (input="f.S" or input="2S") | |where=chara="Ky Kiske" and (input="f.S" or input="2S") | ||
|format=table| | |format=table| | ||
}} | }} | ||
|} | |} |
Revision as of 22:26, 30 July 2021
I'll be using my own page to test things
Mid Range / Footsies
input | damage | guard | startup | active | recovery | onBlock | invuln |
---|---|---|---|---|---|---|---|
2S | 32 | Low | 11 | 2 | 20 | -8 | none |
f.S | 34 | All | 10 | 3 | 16 | -5 | none |
Ky is versatile enough to function well at any range, but is especially good at mid ranged poking. Against characters that have shorter range than Ky, this is your prime position to be in. 2S is his strongest poke. It hits low, has a great balance of speed and range and several good cancel options. It's likely to score a counter hit or interrupt an approach when used in footsies range. Ky's f.S is slightly smaller and slower than 2S, but complements it by having more active frames and the ability to contest aerial opponents. Both of these moves can gatling into 5H for a frametrap, or be counter hit confirmed into combos. If either of these moves are blocked at tip range, canceling into Stun Edge (236S) is usually a safe way to end the string, but beware of characters that employ tricks to work around it.
While they are good options, 2S and f.S have a fair bit of recovery on whiff. A counter strategy against them is to position oneself to make them whiff before approaching or contest them with 6P. If your opponent attempts this, vary your timing and positioning more to throw them off. Stay sharp!
input | damage | guard | startup | active | recovery | onBlock | invuln |
---|---|---|---|---|---|---|---|
5H | 48 | All | 12 | 6 | 21 | -8 | none |
6H | 52 | All | 15 | 4 | 20 | -7 | none |
2D | 34 | Low | 10 | 6 | 18 | -10 | none |
5H and 6H have more range than the buttons and have proper disjoints. 5H is the faster of the two, and it's also slightly more disjointed and has more active frames. 6H on the other hand, is more rewarding. It knocks opponents down on normal hit and the hitbox reaches lower to the ground, making it more useful against low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. attacks. It can also lead to combos if it wall bounces, and leads to powerful counter hit combos with tremendous wall carry. In addition, Ky also has an excellent sweep in his 2D. It has good speed and range, and leads to stronger Okizeme than any of his or buttons. If used wisely, 2D will also condition opponents to block low, which is useful for getting them to sit still.
input | name | damage | guard | startup | active | recovery | onBlock | invuln |
---|---|---|---|---|---|---|---|---|
236K | Stun Dipper | 20×2 [20, 22] | Low, All | 7 | 12(7)3 | 30 | -19 [-14] | 1-2F Above Shoulders 3-6F Upper Body 7-18F Above Knees |
214K | Foudre Arc | 40 [44] | All | 24 | 11 | 6 | -2~+6 [+5~+12] | 10-11F Foot 12-28F Below Waist |
Ky can complement all of the aforementioned mid range tools with Stun Dipper (236K), a fast low with low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. properties. It can be used to slip under quite a fair share of attacks, and also works well as a preemptive response to certain options. For example, if your opponent has a tendency to attack or jump after blocking pokes, canceling into 236K can interrupt them.
If you wish to go on the offensive, Ky can smoothly transition from mid range to close range by ending any blockstring with Foudre Arc (214K) or by using it raw in neutral. If used during a dash, 214K's range is extended even further, allowing it to reach nearly full screen. However, 214K is vulnerable during its start-up. Characters with strong space controlling normals, such as Leo or Nagoriyuki, can intercept the move quite easily. Don’t use it recklessly.
If you cycle Ky's mid-ranged moves well, your opponent might start approaching from the air to avoid having to contest with Ky at mid or close range. Ky is armed with many solid anti-airs, be ready to whip them out at a moment’s notice.