Guilty Gear XX Accent Core/Ky Kiske: Difference between revisions

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j.214D: Stun Rays
j.214D: Stun Rays


214D after charged stun edge: Charge Drive
214D after charged stun edge: Lightning Sphere
 
46D after Lighning Sphere: Charge Drive


==OverDrive Moves==
==OverDrive Moves==

Revision as of 07:47, 27 August 2010

http://photobucket.com/albums/a347/givequicheachance/ky.gif

Ky Kiske is a leader of the holy knights, and has a robot version of him. Carries a sword called the "Fuuraiken" or "Thunderseal." He comes from France and has a fond liking of expensive tea cups. He is a keeper of the justice and gracefully strikes down any person who dares to break the law. Ky has a grudge against Sol for stealing the "Fuurenken" from the Holy Order and is intent on fightning and beating Sol.


Special Moves

236+S/HS: Stun Edge

236+D: Charge Stun Edge

236+S/HS: Aerial Stun Edge

236+D: Aerial Charge Stun Edge

623+S/HS: Vapour Thrust

HS during Vapour Thrust: Lightning Javelin

214+K: Greed Sever

236+K: Stun Dipper

222+HS: when the opponent is knocked down Lightning Strike

Force Break

j.214D: Stun Rays

214D after charged stun edge: Lightning Sphere

46D after Lighning Sphere: Charge Drive

OverDrive Moves

632146+HS Ride The Lightning

236236+P Sacred Edge

Move Descriptions

Stun Edge -A simple projectile. He throws a small lightningbolt foward at high speeds for little damage. In ^Core HS does a faster version of it instead of Charge Stun Edge. In the air, the Stun Edge travels diagonally downwards. S makes it go perfectly diagonally down from Ky, HS makes it travel almost horizontally across the screen. File:StunEdge.jpg

Charge Stun Edge -A more powerful version of charge stun edge. Ky charges for a short while and throw a large version of the Stun Edge. It moves slower, but does much more damage and hits multiple times. In ^Core, you can use this in the air to shoot it diagonally downwards.

File:ChargeEdge.JPG

Vapour Thrust -Ky jumps up in the air with his sword raising to make an uppercut attack. Very little horizontal range, but great vertical range, and can knock enemies upwards. File:VaporThrust.JPG

Stun Rays -Only able to be done in ^Core. Simply makes it so after Vapour Thrust, Ky shoots foward a thin lightning bolt which usually knocks the enemy into a wall.

Greed Sever -Ky does somewhat of a frontflip and out keeps his sword outstrechted. Hits in almost a circular fashion, and knocks enemies into the ground. File:GreedSever.JPG

Stun Dipper -Ky slides along the ground with he leg outstretched and kicks the opponent in the shins. He then quickly swings his sword at the same place, knocking the enemy back a bit and into the ground. File:StunDipper.JPG

That one secret move Makes Ky hit the ground with his fist, causing lightning to come down. Hits enemies that are on the ground.

Ride the Lightning -Ky surrounds himself with a large ball of lightning and dashes straight foward quickly. Able to be done in the air and hits multiple times once connected. Remember to always Ride the Lightning, and not to Throw the Lightning.

File:RaidoZahRightningah.JPG

Sacred Edge -Ky draws a blue circle in the air and throws his hand through it, sending out a large lightning bolt, which looks like the end of a spear. Very fast and hits more times then a Charged Stun Edge. File:SacredEdge.JPG

Normal Move Usage

5P: This move is fairly fast (comes out in 5 frames), and is used primarily as a move to help chain together combos. It is also used as an anti air under the right circumstances. Anti Air: For example, if the opponent is over your head and they're trying to cross you up, a mashing 5P a little can work as an anti air since its hitbox is well suited for this situation (next to ky's head) and it's fast enough where if you mash it, Ky can generally turn around and hit the opponent if he ends up on the other side of you. Generally, use this move as an anti-air if the opponent is too close for you to do a 6P. Combos: Generally used to finish up air juggles where 5S would not connect, thus, letting the opponent tech out.


5K: Zoning: This moves doesn't have much range, but it stays out for a surprising amount of time, and can stuff a few moves (like May's 3K and Robo's 2K, which are both moves that are really low to the ground and move forward). Attacking: Despite the fact that it prorates 80%, it's a good combo starter simply because people get hit by it occasionally. You can also do the same thing like I mentioned in the zoning section and just pause your block string and do 5K > 5S > combo to try and catch the opponent sticking out a normal and netting a hit to a combo. Okizeme: examles: empty jump, land, 5K; meaty 5K


5S.c: Used in combos and block strings, not much else. Does good damage and raises the guard bar a decent amount, but it's hard to use for anything else since it's difficult to time (you have to do it when the opponent is close to you, which is hard to do if they're not already in a combo or a block string). You have much better moves for all the non-combo situations you would even consider using this move for.


5S.f: Normally used in combos as well as for stuffing enemy jumps. Be careful using this against characters with sliding moves (like Ky's slide, sol's ground viper, etc.), as well as short characters (zappa can run under it and faust can crouch walk forward under it). Zoning: One common tactic used is to get the opponent in teh corner, and spam this move and stun edges to trap the opponent in the corner while slowly chipping away at him. The 5S.f hits the opponent if they jump, the stun edge allows you to stay close to them after doing a normal hit since doing a projectile attack negates the pushback from normal attacks.


5H: Good damage and staggers on counter hit. Attacking: This move leaves you at +1 frame advantage on guard so in theory it can be used as a move for resetting a block string and continue attacking, but I've never used it as such since I normally do a stun edge after this (others may disagree with me here though). Combos: This move is also the primary move used to combo into a Stun Dipper since for some reason, Stun Dipper combos from 5H very easily. Zoning/Poking: At the right distance (a little over a char length away) it's great at stuffing most moves and netting a counter hit. It's also great if you can hit the opponent with it when they're in the air since you can just run after them and to bait a tech (recovery).


5D: Ky's dust has decent range and a lot of people seem to get hit by it (in America). A lot of times against other beginners, doing something simple like 5K > 2S > 5D will work. As you get better in the game (as well as your opponents), using dust will not be as effective since they will be able to block it. That is not to say they are useless at high level, but the occurance of them is much more rare (maybe once in a blue moon). One common way to hit with a dust is to get a counter hit 5H and gatling into 5D.

It's a pity that damaging dust combos are difficult to do: the Impossible Dust combo does around 134 damage, but it's difficult to do. The normal dust combo does 123 i believe. Normal Impossible Dust combo: D > homing jump > j.S > JC > dj.H |> S > 2H > JC > j.S > JC > dj.S > dj.H > 623H > H Normal Dust combo: D > homing jump > j.H > j.S > j.S > j.P > j.S > j.P > j.S > JC > dj.S > dj.H > 623H > H


2P: This comes out in 4 frames, and is Ky's fastest move. Please note that this move prorates to 80% and drops the guard gauge quite a bit, so don't expect big combos off this. Attacking: Also, it leaves you at +1 on block, so use this for tick throw setups. Another common use for this and 2K is to do 2P, run up 2P, run up 2P etc to push them into the corner or go for a tick throw. Defense: This move is also great for getting out of pressure since it comes out so fast. If you see an opening in an opponent's attack string, do this move and try to just somehow gatling from 2P to 2D somehow and get the knockdown so you can start pressuring the opponent/ keep the pressure up.


2K: A nice combo starter despite the fact that it prorates to 70%. Attacking: It also leaves you at +0 on block so it's also another okay way to set up tick throws and what not. It can also be used as an OTG hit (Off The Ground) to nudge opponents towards the corner or to stop characters like Robo-Ky and Bridget from using their delay getup options. Zoning: I sometimes use it to try and stuff enemy pokes and whatnot as well since it comes out fairly fast and can combo into 2S > 2D.


2S: This move has a lot of range for a low move. Zoning and Pressure: Use it to keep the opponent away if they are running in at you. This move is also used in conjunction with 5S.f and stun edge in the \ corner to stop characters from doing low moves to avoid the fireball as well as possibly hitting the opponent if they are not blocking low.


2H: This move is unique in that on air hit, it brings the opponent closer to you (like Jam's 2H and Potemkin's 2S). It's a great move that does good damage, and is jump cancelable as well. This move has 3 primary uses: Combos: if you can get the opponent in the air right in front of you (like hitting the enemy with Greed Sever, a throw FRC, a Stun Dipper RC, and more), the most common things to do is 5S > 2H > JC > air combo or 5S > 2H > Vapor Thrust > Lightning Javelin. Anti Air/Zoning: If you anticipate the opponent air dashing toward you, do a 2H to stop them dead in their tracks. If the 2H hits, jump cancel the 2H and do an air combo if it hits. If they block it, you can choose to just run in and start attacking them (or maybe even throw them!), or jump cancel the 2H and do a air block string (like mashing j.Ps until you both hit the ground). Abare/Poking: Abare is a japanese term meaning turning random hits into damage, and this is what 2H is good for. On ground counter hit (or if the opponent is trying to jump away), the opponent is launched into the air, so it's common to see Ky sometimes run up and do 2H to try and catch the opponent sticking out a move, net a counter hit, and follow up with an air combo. Please note that while the opponent is launched into the air, they can tech before they hit the ground (for both air hit and counter hit), so don't just stand there and wait for them to land... start comboing them!


2D aka sweep: This is a very good move with good range (further than 2S I believe), is jump cancelable, comes out pretty quickly, and is also active for a long time. Normally, this move is used to knock down the opponent at the end of a combo, but it is also useful for stopping characters from running in at you (like against Slayer's Mappa Punches) thanks all the active frames it has. Another common use is after you knock down the opponent with this move, jump cancel it and immediately do an Air Charged Stun Edge (ACSE) or do an j.D as okizeme options.


6P aka elbow: This is Ky's main anti air. Good upper body invincibility, leads into some nice combos, and is a primary setup for his famous 6H loop since 6P causes blowback on counter hit and you can gatling from 6P to 6H. Use 6P on enemies jumping in, but be warned that it doesn't beat everything (for example, it loses to Slayer's j.H and to Baiken's j.S in a lot of situations). If you hit them as anti air, follow up with 5S.c > 2H > combo.


6K: This move has some utility (depending on how tricky/technical you want to be), but the primary use of this is in combos and block strings. This move links to 5K/P and 2K/P, but you should be linking to 2K since it has the most range, does the most damage, and drops the guard bar the same amount as any of the other moves. Another possible use is that because this move covers distance pretty quickly, some players do something like 6H > 6K in a block string to stay close to teh opponent and keep up pressure. This move leaves you at +4 on block so it's great if you can get the enemy to block it, but since it has so much startup and it brings you close to the opponent, don't do it on its own since the enemy can easily see it coming and hit you before the 6K even comes out. Random note: if you hit an enemy in hte air with this, it drops them to the ground like a rock.

6H: This move has considerable range, and it staggers for a long time on hit. However, this move is slow as hell, and the only it combos from a counter hit 6P. This move gatlings into any of the S and H moves (except 6H), and is jump cancelable as well. There's a few situations where you should stick out this move: Okizeme: although it's backdasable, it scares a lot of people since if they get hit, you get to run in and either combo or do a mixup. If they keep backdashing it, try doing it a little later to catch them after the invincibility frames of thei backdash. Also, try to do this from further away so you don't get hit by wakeup invulnerable moves like Volcanic Viper and some supers. Combos: if you can hit them in the air with 6H and the distance is right (experiment and find out!), you can link a few 6Hs in a row! This isn't THAT hard to do, but you will have to practice to get it. This is known as the 6H loop. Long range poke: Since this move has good range, you can hit hte opponent wit hit from fairly far away, stopping any advancing enemy or giving you an opprotunity to jump cancel 6H and advance. Enemies can see this coming from a mile away though, so don't do it all the time.


j.P: Short range, and Use this in an air block string since you can gatling j.P to j.P and do this till they hit the ground. Also used in most air combos since it combos to and from j.S.


j.K: A great air vs. air move since it beats so much stuff in the air and leads to Ky's standard air combo. This is your go-to move under almost all air vs. air circumstances. Use it as a way to stop enemies air dashing in on you or to meet an opponent in the air already.


j.S: Crossup: This move is unique in that it can cross up enemies. Just jump towards the enemy and depending on when you press S, you will cross up the opponent. The concept is exactly the same as Ken's jumping medium kick in Street Fighter 3: Third Strike. Practice it and get a feel for when/where to do it. Attacking: This is also used to hit crouching enemies, then link into a 2K or something, then ground combo. One common mixup tactic used is to jump, wait until close to the ground, air dash, and hit the opponent with j.S > j.H |> 2K > combo. Another common tick throw setup is j.S > j.P |> run up throw.


j.H: This move hits a little above, a little below and a lot in front of Ky. Zoning: Since j.H covers a lot of space in front of Ky, do it to stop enemies from randomly air dashes in. Okizeme: I've seen it used on okizeme as a mixup (between doing a j.H and a whiffed j.H into a standing kick).


j.D: Ky creates an electric cross in the air that stays out for a little bit. Knocks down the opponent on ground hit and disappears if Ky gets hit. This move also freezes Ky in the air as he does the move and the cross doesn't go active until a little bit afterwards, so don't do it haphazardly. Mind the ground recovery of this move, however, if you double jump after doing this, you don't suffer from the ground recovery! Use j.D as: Zoning: do it far away from the opponent to stop them from advancing since getting hit by it means you get to do a big damage combo. Okizeme: Knock the opponent down, jump forward, lay a cross, and jump up or back to do a cross cross-up! It's difficult to do, and I can't explain it with words very well, but believe me, it can be done! Don't do this on short characters like Zappa and Faust though, since they will not get hit by it and you might be get hit/thrown.


Ground Throw: Has a FRC point right when the sword hits the ground. This can lead into the standard VT Loop x2. 50% forced prorate. Has a throw range of 43 dots (pixels on the screen). This is the average throw range.


Air Throw: Wall bounces, so in the right distance/height, you can combo the opponent right after air throwing them. 50% Forced prorate though. Has a throw range of 88 dots (pixels on the screen). This is the average air throw range.