Ky Kiske is a versatile and well-rounded character in the world of Guilty Gear, known for his balanced playstyle and ability to excel in various aspects of the game. His toolkit includes strong zoning tools, solid defensive options, and impressive combo potential. However, Ky's effectiveness largely depends on the player's ability to manage his resources and capitalize on key strengths.
Versatile Zoning: Ky's projectiles, such as Stun Edge and Charged Stun Edge, allow him to control space effectively. His ability to zone opponents with projectiles provides him with a strong neutral game.
Combo Potential: Ky has a wide range of combo options, allowing him to convert hits into substantial damage. His ability to confirm into Overdrives, such as Ride the Lightning, can lead to devastating combos and wall breaks.
Defensive Tools: Ky's defensive options, including Dragon Install (DI) and Dragon Install Stun Edge, can help him turn the tide of battle. DI offers enhanced moves and chip damage, making it a comeback mechanic when used strategically.
Strong Pressure: Ky can apply pressure with well-timed normals, frame traps, and okizeme setups. His moves like Stun Dipper and Foudre Arc are useful for maintaining offensive momentum.
Resource Management: Ky's unique resource management system, involving Concentration and bullets for his gun, adds depth to his gameplay. Skilled players can maximize their efficiency by managing these resources effectively.
Resource Dependency: Ky heavily relies on resources like Concentration and bullets for his gun to access key moves. Running out of bullets can leave him vulnerable, and managing these resources can be challenging.
Risk on Special Moves: Many of Ky's special moves are risky if they whiff or are blocked, making him susceptible to punishment if opponents read his actions correctly.
Vulnerability in Close Quarters: While Ky has strong zoning tools, he can struggle in close-quarters combat against characters with faster normals or stronger close-range pressure.
Execution Barrier: Some of Ky's advanced combos and setups require precise execution, which can be challenging for newer players to master.
Predictable Patterns: Skilled opponents may predict Ky's zoning patterns and adapt accordingly, making it essential for Ky players to maintain unpredictability in their gameplay.
Ky's projectile attacks, with the exception of j.D, and his Dire Eclat special move, have the unique ability to induce a Shock State on the opponent upon contact. This Shock State lasts for a duration determined by the specific move used and can be temporarily removed by the opponent through actions like hitting Ky or engaging in Throw Clashes.
While an opponent is in Shock State, Ky can take advantage of this status in various ways. When Ky connects with any of his special moves or Overdrives against an opponent in Shock State, it removes the Shock State and triggers additional effects. These bonus effects can include dealing more damage, inflicting increased blockstun, or enhancing the hit effects of the move. This opens up opportunities for Ky to execute more damaging combos and apply stronger pressure tactics during gameplay.
This is a quick jab that serves a dual purpose. It can be used as a fast anti-air option, particularly when the 6P input might result in a cross-up situation. When the opponent is airborne, you can follow a successful hit with a combo by using 2S > 5H. If your opponent blocks this move in the air, you can capitalize on their landing recovery to initiate your offensive pressure game.
This is an excellent normal with versatile applications. It can be gatling into 2D for a powerful double low sequence that ends with a knockdown, setting up for advantageous okizeme situations. When using 5K on okizeme, it's crucial to time it as a meaty attack, which significantly increases its frame advantage, possibly up to +5 on block. This grants you stronger pressure and combo opportunities. Timing it as a meaty can also make it safer against many reversal attempts while still maintaining the meaty hit. Additionally, thanks to its long active frames and low recovery, it serves as a reliable poke for close-range engagements.
This move is commonly employed to initiate pressure at close range or as a meaty attack after knocking down the opponent. Its remarkable speed, wide range of gatling options, and the mid Counter Hit slowdown make it a top choice for punishing opponents. During pressure, you have the flexibility to delay cancel, dash cancel, or jump cancel it to create frame traps and bait defensive actions (such as c.S > 2S). Being plus on block, it enables you to follow up with various options, including frame traps, resets by dashing up with another c.S, or going for a throw.
It's worth noting that c.S deals slightly less wall damage if it connects with an airborne opponent right before they hit the ground. This can lead to somewhat unpredictable wall stick timings in certain combo routes.
Ky's f.S is one of his most effective mid-range pokes, alongside 2S. It offers substantial horizontal reach, a generously disjointed hitbox, quick startup, and fast recovery. However, it can be avoided by attacks with a low-profile.
Compared to 2S, this poke has significantly more active frames, a nearly double-sized disjointed hitbox, and is safer on block. By dashing before executing f.S, you can extend its range even further compared to 2S.
In pressure situations, f.S is frequently canceled into 5H, creating a minimal -1 frame gap, and can be followed up with Stun Edge. Additionally, using it for counter-poking to secure Counter Hits opens up a reliable combo opportunity into Stun Dipper.
Ky's 5H is a substantial swing that, despite being slightly slower than his S normals, is quite fast for an H button, especially considering its impressive range. It finds significant utility for air juggling during combos, thanks to its ability to pop opponents high enough for follow-up special moves or Overdrives.
In neutral play, its extended range threatens the zone where Ky's S buttons cannot effectively reach, offering greater rewards on hit. It's particularly effective for catching opponents attempting backdashes or when landing a Counter Hit. When blocked, it can be challenging to punish at maximum range, often leading to cancels into Stun Edge as a way to conclude pressure sequences. Due to the substantial hitstun it inflicts, 5H serves as a reliable method for confirming into Stun Dipper and Ride the Lightning, even when not landing a Counter Hit.
Ky's uncharged Dust is a universal overhead attack with a relatively fast startup, serving as his only grounded overhead option. It can be gatling from moves like 5K, 2K, or c.S, creating an unsafe mix-up that can be made safe on block or converted into a full combo on hit through the use of Roman Cancel.
In contrast to the uncharged version, Charged Dust has a slower startup, making it reactable for opponents. When it lands, it leads to a high-damage Homing Jump combo. Due to its slow startup, Charged Dust is mainly utilized for juggling within combos, adding extra damage after a Red Roman Cancel launch or a Counter Hit from c.S. It can also be employed for straightforward punishes on highly unsafe opponent moves.
Ky's 2P is his quick and reliable normal. It's a valuable tool for interrupting opponent blockstrings, initiating 5-frame punishes, or starting pressure with low risk. You can stagger 2P into another 2P to gauge the opponent's defensive responses and then confirm into 6P followed by 214S for a hard knockdown upon hit.
However, it's important to note that the hitbox of 2P is positioned relatively high, which means it can whiff against opponents executing low-profile attacks.
Ky's 2K is a versatile kick with a well-balanced blend of speed and range. It's a low-risk option in neutral and boasts longer range compared to 5K. Moreover, it serves as Ky's fastest low attack, making it essential for setting up tick throws and mix-ups. In combos, 2K plays a pivotal role, allowing you to link moves together. For example, it's used to pick up opponents off the ground after a Dire Eclat, or to continue combos on airborne opponents after a landing when you connect with an air normal. You'll often see it canceled into 2D to secure a knockdown, or into 6H for corner combos.
Ky's 2S is a fundamental move in his arsenal, offering an excellent combination of range, speed, and cancel options. It's a versatile tool that sees frequent use in both pressure situations and combos. In pressure sequences, you'll often see Ky canceling into 5H or Stun Dipper on max range Counter Hits. The 2S > 5H combo route is particularly effective for juggling airborne opponents.
In neutral, Ky's 2S shines as a reliable way to check opponents who are either forward dashing or walking backward. Its long reach and low-hitting property make it effective in controlling space and catching opponents off guard. However, it's worth noting that 2S is slightly slower than f.S and has higher combo scaling due to being a low starter, which can impact Roman Cancel combo routes.
During pressure, Ky can utilize the c.S > 2S > 5H string for gapless pressure. This string can be delayed to create manual frametraps, providing Ky with options to keep the pressure going. Keep in mind that 2S generates significant pushback, which can work both for and against Ky. It's advantageous when Ky needs to retreat safely during pressure, but opponents using Faultless Defense can cause the follow-up 5H to whiff, so careful timing and spacing are essential.
Ky's 2H serves as a committal anti-air option or a frame trap when delay canceled from c.S. When used effectively, it has the potential to lead to substantial damage, especially on Counter Hit. However, it's important to exercise caution when using 2H in neutral situations.
While 2H can be a powerful tool, it's not advisable to use it recklessly in neutral. The move extends Ky's hurtbox significantly, making him vulnerable to punishes, and it comes with a very long recovery time when it whiffs. To maximize the effectiveness of 2H, it's crucial to use it strategically and ensure proper spacing and timing to catch opponents off guard or punish their actions.
Ky's 2D is a sweeping kick that offers several advantages, particularly when it hits the opponent. It grants a hard knockdown close to Ky, enabling him to initiate a potent okizeme game. However, there are some nuances to be aware of when using this move effectively.
One important consideration is the distance between Ky and the opponent upon hit. If the opponent is too close to Ky, it's crucial to delay Charged Stun Edge slightly. Failing to do so may result in the Stun Edge passing through the opponent's invulnerable wakeup frames, potentially giving them an opportunity to escape or punish.
Counter Hit 2D is particularly valuable because it puts the opponent in an airborne state and triggers a slowdown effect. This creates opportunities for Ky to execute Foudre Arc loops, which can lead to significant damage and corner carry. Mastering the timing and setups for Counter Hit 2D can greatly enhance Ky's combo potential and overall effectiveness in matches.
Ky's 6P is a versatile and important move in his toolkit. Its primary function is serving as his main anti-air, boasting upper body invulnerability to effectively challenge aerial approaches. While it may not lead to extensive combos on non-Counter Hit, it excels at ensuring that any incoming aerial attacks are met with a strong defensive response.
In addition to its anti-air capabilities, 6P proves invaluable against grounded opponents as well. It allows Ky to counter pokes that might otherwise be difficult for him to contest, such as Ramlethal's f.S. This move's versatility extends to combos, where it plays a crucial role as a cancel option from 5P/2P mash into Dire Eclat's hard knockdown. By using 6P effectively, Ky can control the airspace and maintain pressure on the ground, making it an essential tool in various situations.
Ky's 6K is a pressure reset move with a slower startup, making it a riskier option compared to some of his other tools. It's most effective when used after conditioning the opponent to block with frame traps. Unlike Ky's other pressure reset, Foudre Arc, 6K doesn't require Shock State to be plus on block, which can catch opponents off guard.
However, it's essential to note that 6K has a slower startup, making it vulnerable to Counter Hits if the opponent predicts and reacts to it during the startup animation. Therefore, it's best utilized strategically, especially when the opponent has become conditioned to block during your pressure sequences. By mixing up your pressure options and timing, you can maximize the effectiveness of Ky's 6K as a pressure reset tool.
Ky's 6H is a powerful move with significant utility in various situations. In neutral, it serves as a strong haymaker or preemptive whiff punisher. While it has relatively long startup and recovery frames, it compensates by hitting lower to the ground, allowing it to beat out many 6Ps and low-profile attacks from characters like Sol's Night Raid Vortex.
One of its standout features is its potential for significant reward on Counter Hit when used in pressure situations. When performed as an auto-timed frame trap from 5K or a manually-timed one from c.S, it can lead to substantial damage and corner carry, particularly on midscreen Counter Hits when canceled into Foudre Arc. In the corner, it becomes a cornerstone of Ky's highest damage combo routes due to its wallbounce and the large slowdown effect on Counter Hit.
Moreover, Ky's forward step during the attack adds an extra layer of versatility to the move. It can be used to create strong pressure reset opportunities, especially against opponents who have been conditioned not to challenge the threat of a Counter Hit 6H or Dire Eclat cancels. By utilizing the full potential of 6H, Ky can control the pace of the match and secure advantageous positions in various situations.
Ky's j.P is a quick, close-range aerial normal that serves as a valuable tool for interrupting opponents who attempt empty Air Dashes or execute slower air attacks in close proximity to Ky. It functions as an effective air-to-air move, allowing Ky to contest opponents in aerial confrontations.
One of its key advantages is its ease of confirmation into additional jump moves, such as j.P itself or other options like j.K or j.S, which can be linked into a combo sequence for further damage. This versatility in confirming into combo follow-ups makes j.P a valuable choice for air engagements and contributes to Ky's overall aerial prowess.
Ky's rising j.K is his primary air-to-air normal, serving as a reliable tool for challenging opponents in aerial confrontations. Its fast speed and minimal recovery make it a difficult move for many characters to contest effectively. When it connects with an opponent, Ky can follow up with another falling j.K, which helps bring the opponent closer to the ground, setting them up for a potential ground combo.
Additionally, Ky has the option to cancel j.K into j.D, which can be utilized for blockstrings and combo extensions, particularly when near the corner. This flexibility in using j.K makes it a versatile choice in Ky's aerial offense and control.
Ky's j.S is a versatile air slash that can be effectively used in both air-to-air and air-to-ground scenarios. It boasts a deceptive hitbox that extends farther down than its animation suggests, making it a reliable choice for controlling space in the air.
In air-to-air situations, j.S provides greater range than j.K, although j.K is generally considered a safer option due to j.S's higher recovery time. The mid Counter Hit slowdown on j.S makes it particularly valuable for converting air-to-air Counter Hits into grounded combo opportunities. With 50% Tension, Ky can confirm j.S into Ride the Lightning (RTL), dealing significant damage and potentially breaking the wall even from midscreen thanks to RTL's long carry distance.
Ky can also incorporate j.S into his blockstrings using gatlings and air dash cancels. The sequence j.S > 66 > j.S can catch opponents off guard, especially those attempting to mash throw or anticipating a low attack upon Ky's landing. However, it's important to be cautious of the sizable gap left by the airdash, which can be exploited by opponents who are ready to punish. This mix-up is most effective when the opponent has been conditioned to block.
Ky's j.H serves as his primary jump-in normal, often used alongside j.S for jump-ins and air-to-air engagements. This versatile move has a unique property—it hits low enough to intercept ground-based attacks while also launching airborne opponents upward. This makes it an excellent choice for preemptive air-to-air confrontations.
When connecting with an airborne opponent, j.H provides Ky with the opportunity to execute air-to-air combos, extending his damage potential in aerial exchanges. Additionally, the launch effect grants Ky ample time to land and transition into a grounded combo, making it a valuable tool for converting hits into substantial damage.
Ky's j.D is a versatile move with unique properties. When used, it deploys a lightning sigil that temporarily stalls Ky's air momentum. This can be highly effective for making Ky's landing timing less predictable or as a substantial disjointed hitbox in air-to-air encounters. It's important to note that, despite its visual appearance, j.D is considered a projectile and not an overhead attack.
One of the key strengths of j.D is its special, jump, and air dash cancellable nature. This makes it an exceptional tool for combo filling and extending Ky's combos. For instance, a common combo starter is c.S > j.D > Air Dash, which can lead to a wallbreak at midscreen. Furthermore, j.D is invaluable for converting off air-to-air normals, adding to Ky's combo potential.
Stun Edge (SE) is one of Ky's fundamental tools, serving as a basic projectile. It plays a significant role in Ky's overall game plan. SE can be particularly effective against opponents who tend to use grounded normals aggressively and preemptively. Ky can position himself just outside their attack range and fire SE, dealing damage while also building Tension. Hitting an opponent with SE may discourage them from continuing their aggressive approach, potentially opening them up to Ky's offensive advances. Additionally, SE can be used as a blockstring ender, especially after moves like 5H and 6H in pressure situations, where the pushback places Ky at a safe distance from the opponent's longer-reaching attacks.
However, it's important to note some of the limitations and considerations when using SE. Ky is in a Counter Hit state throughout the move's entire duration, making him vulnerable to attacks. SE also has a relatively lengthy recovery time, and opponents can low-profile it or Instant Air Dash over it. Therefore, you should use SE judiciously and consider the matchup and your opponent's tendencies. It's generally safer to use SE against opponents with limited mobility or those who lack a fast projectile of their own, such as Potemkin or Goldlewis Dickinson.
In Dragon Install mode, SE gains some additional advantages. It hits twice, making it more challenging for opponents to defend against, especially if they rely on single-hit projectiles. Furthermore, it deals significantly more chip damage on block, pressuring opponents to either spend Tension on Faultless Defense or find ways to avoid the projectile entirely.
Charged Stun Edge (CSE) is one of Ky's primary tools for applying okizeme pressure after securing a hard knockdown. CSE is a substantial, multi-hitting projectile that offers Ky significant advantage on contact with the opponent, enabling him to pursue further pressure and mix-up opportunities. When Ky achieves a close-range knockdown, it's important to delay the activation of CSE to ensure that the projectile doesn't pass the opponent's wakeup point.
Following a successful 2D at close range, Ky has several okizeme options with CSE. He can run up and use c.S for basic strike/throw pressure, execute airdash Faultless Defense Cancel (FDC) safe jumps to create left/right/throw mix-ups, or jump and land with a j.H to initiate high/low/throw mix-ups that incorporate j.D's optional airdash cancel.
In neutral situations, Ky can also employ CSE to cover his approach or attempt a risky pressure reset. It's important to note that CSE has a longer startup and recovery time compared to Stun Edge, and without the opponent being knocked down first, it carries a higher risk. An opponent who is attentive and anticipates Ky's actions can potentially Counter Hit punish the move with a pre-emptive attack or approach.
During Dragon Install, CSE gains additional advantages. It hits five times and provides even more advantage on block, enhancing Ky's mix-up potential. His left/right mix-ups become true blockstrings, while he retains the option to go for an empty low with 2K/5K on either side. Additionally, DI Stun Dipper's hard knockdown allows Ky to safely utilize DI CSE and the aforementioned mix-ups, which would typically carry more risk in other situations.
Aerial Stun Edge is an air-based projectile move that serves multiple purposes in Ky's arsenal. It can be used to control space, keep opponents grounded, or as a callout against opponents attempting anti-air moves. When utilizing the H version of Aerial Stun Edge, performing a Tiger Knee input at fullscreen range allows Ky to cover a versatile angle that encompasses both the ground and the air. This can be particularly effective against opponents using other projectiles in specific matchups, such as Testament's Grave Reaper or Leo's H Gravierte Würde.
However, it's essential to be mindful of the drawbacks of Aerial Stun Edge. After firing the projectile, Ky loses his air actions, and there is additional landing recovery, making him vulnerable if the opponent manages to evade the projectile, such as by running underneath the H version. To mitigate this risk, Ky can use a Purple Roman Cancel (PRC) if Aerial Stun Edge whiffs, providing an opportunity to recover and maintain safety.
During Dragon Install, Aerial Stun Edge becomes even more formidable. It gains the ability to hit twice and inflicts significantly more chip damage on block. This heightened chip damage puts pressure on opponents to use Tension for Faultless Defense or take evasive measures to avoid the projectile altogether.
Stun Dipper (SD) is a versatile and fast sliding attack that plays a significant role in Ky's offense. It possesses several unique characteristics that make it a valuable tool in his kit:
Stun Dipper (SD) is a fast sliding attack that can low profile under many other attacks, knocking down on hit. Despite the short knockdown time, Ky remains close enough to the opponent to perform a meaty 5K afterwards to continue pressure. Due to the fixed time gap between the kick attack and the slash attack, SD will not properly combo when performed too close or too far from the opponent. Cancelling into it from Mid or higher Counter Hits will make it combo at any range, even point blank.
With at least 50% Tension available, Roman Cancel makes SD a huge threat. The 1st hit becomes a 7 frame low attack that can convert into a full combo at a distance where it would normally not combo, the 2nd hit leads into an extended combo for more damage, and either hit can be Roman Cancelled on block to be made safe while resetting Ky's pressure or even stealing his turn back while under an opponent's pressure.
In Dragon Install, the slash gains an extra hit for more damage and causes a hard knockdown instead of a soft one, leaving Ky at +41. This lets him use DI Charged Stun Edge safely after DI SD hits from farther ranges whereas he normally could not at any range, or simply gain more options to mixup with afterwards off the extended knockdown.
Foudre Arc (FA) is a versatile move with various applications in Ky's gameplay. It serves as a valuable combo tool, allowing Ky to carry his opponent to the corner and secure an optimal knockdown. Additionally, FA can be employed as a high-risk, high-reward option to predict and punish opponents attempting to jump, especially in offensive or neutral situations. It also excels as a pressure reset tool, particularly when the opponent is in Shock State, providing Ky with advantageous situations on block.
However, using FA recklessly is ill-advised, as its long startup can leave Ky vulnerable to Counter Hits from opponents' normals. Furthermore, it doesn't lead to combos on a normal hit and results in a disadvantageous position if blocked while the opponent is standing. The exact frame advantage on block varies depending on when the attack connects with the opponent, but generally, Ky is left at -2 on standing block and +2 on crouching block.
Nonetheless, FA can be a preemptive tool against jumping opponents, as it forces them back to the ground with extra landing blockstun, giving Ky a significant advantage. While it may seem tempting to use FA to beat low-profile attacks, the risk often outweighs the reward in most situations.
In the presence of Shock State, FA becomes even more valuable. It can be confidently used to reset pressure on block, as it grants Ky an advantage whether the opponent is blocking while standing or crouching. On a grounded hit, FA now combos into moves like 2K or c.S for extra damage. However, it's important to note that FA can still be interrupted during its startup, so it's best utilized when opponents have been conditioned not to press buttons or react quickly enough to counter it.
During Dragon Install, FA retains its advantages from Shock State and deals even more damage. Combining DI Charged Stun Edge into FA creates a gapless sequence that inflicts substantial chip damage on opponents. This forces opponents to make a choice between taking the chip damage or spending a significant amount of Tension on Faultless Defense. Overall, FA is a versatile tool that adds depth and strategic options to Ky's gameplay.
Vapor Thrust (VT) is a versatile move in Ky's arsenal, serving as a rising slash with a wide arc that can launch the opponent away.
The S version of VT functions as a dependable but slightly slower-than-average reversal Dragon Punch, featuring a sizable hitbox. Although it can be thrown by the opponent, its extended invulnerable frames and the option to Roman Cancel it on block make it a strong defensive choice.
Conversely, the H version of VT lacks invulnerability immediately upon startup. However, it gains invulnerability during its early active frames, making it suitable for anti-air purposes. Its primary use, though, lies in extending corner combos when the opponent is under the Shock State effect.
Notably, when VT connects with an opponent in Shock State, it deals increased damage and launches them to a greater height.
In Dragon Install, VT takes on a more potent form. The H version of VT launches the opponent at a steeper vertical angle, positioning them closer to Ky after the hit. This allows for combo follow-ups, including midscreen combos with moves like 5K or c.S. In this powered-up state, VT becomes a multi-hit attack, making it more efficient to use high-damage normals like 6H or 5[D] to break walls instead of relying on Vapor Thrust.
Dire Eclat (DE) serves as one of Ky's primary combo finishers, offering a hard knockdown and applying Shock State—a dual effect that distinguishes it from other moves in his arsenal. However, it's important to note that DE does have substantial pushback on block and is generally negative, making it unsafe in certain matchups (such as the mirror match due to Stun Dipper) and universally unsafe if Instant Blocked by the opponent.
Upon landing a hit with DE, Ky gains the opportunity to perform a safe jump, often followed by dash IAD j.H or dash Foudre Arc. This setup is useful for maintaining offensive pressure. Additionally, DE plays a crucial role in high-damage corner combos, as it introduces Shock State mid-combo, allowing Ky to follow up with moves like H Vapor Thrust for additional damage or a wall breaker, setting the stage for a reset to neutral.
One noteworthy aspect of DE is that there is a brief period during which the opponent remains in an airborne juggle state while sliding on the ground. Although DE's pushback typically prevents Ky from fully capitalizing on this, factors such as proximity to the corner, landing an air hit, or securing a Counter Hit can be strategically combined to extend combos, resulting in higher damage or wall breaks.
In Dragon Install, DE gains extra hits and exhibits even greater pushback on contact, further emphasizing its utility and effectiveness.
Ride the Lightning (RTL) is a potent attack featuring invincibility during startup but extended recovery frames. It boasts quick startup and substantial forward momentum, making it versatile as a combo finisher, particularly in scenarios where it can initiate a wall break from a considerable distance away from the corner—sometimes even from slightly past the middle of the stage. Wall breaks achieved through Overdrives deliver significant damage, render the opponent unable to Burst, and grant Ky a hard knockdown, making RTL a favorable option. It's worth noting that the meter spent on this move can be swiftly replenished thanks to the ensuing Positive Bonus.
However, players should exercise caution when using RTL. Its vulnerability lies in the gap between the charging phase and the concluding flourish at the end. Opponents can exploit this gap by punishing with rapid attacks, Overdrives, or throws. To mitigate risk, it's advisable not to wait until the second half of RTL to execute a Roman Cancel, which can help maintain safety on block.
In the context of Dragon Install, RTL gains additional hits and inflicts significant chip damage. Notably, a substantial portion of the damage is concentrated in the second half of the attack, which can be interrupted. This makes the chip-out application of RTL more of a knowledge test or gimmick. For players aiming to execute a tight chip kill with 100% Tension, an option involves using 236H > 66PRC (> 236H 1st hit) > 632146H. This sequence ensures that RTL continually pushes the opponent out of Charged Stun Edge, extending the active time of CSE and covering RTL's gap later. When normally blocked, this tactic chips away approximately 17% of the opponent's health (on Ky) or drains about 75% of their Tension on Faultless Defense.
Sacred Edge is a sizable and swiftly moving projectile known for its substantial advantage on block. When it connects with an opponent in Shock State, it not only deals increased damage but also enhances the frame advantage. Typically employed as combo filler to amplify damage, it also serves as a valuable anti-zoning tool. Sacred Edge can effortlessly pierce through standard projectiles without losing any hits in the process, making it an effective countermeasure against zoning tactics.
When chosen as the wall-breaking Overdrive, it instills Shock State in the opponent, in addition to the customary hard knockdown that accompanies Overdrive wall breaks. This grants Ky an expanded array of pressure options following the maneuver. Furthermore, the subsequent Positive Bonus will swiftly replenish the expended Tension.
In Dragon Install, Sacred Edge gains extra hits, and if it collides with other projectiles during its trajectory, it retains all of its hits, much like its non-Dragon Install version. This augmentation bolsters its utility as an anti-zoning instrument.
Moreover, during Shock State or Dragon Install, the final hit of Sacred Edge Guard Crushes the opponent, affording Ky an even lengthier window to sustain his offensive pressure.
Dragon Install (DI) represents a pivotal transformation move for Ky, serving as a catalyst for potential comebacks. This transformative ability wields a substantial hitbox and, importantly, leaves Ky at an advantageous position when blocked. Consequently, Ky can seamlessly activate Dragon Install during most pressure sequences, ensuring it functions as a genuine blockstring when triggered from any normal moves except for 5P, 2P, 5K, and 2K. Upon successfully landing a hit during Dragon Install, Ky enjoys enough advantage to execute a dash forward and capitalize on a meaty DI Charged Stun Edge. Alternatively, Dragon Install can be strategically employed as a wall-breaking maneuver, allowing Ky to amass Positive Bonus and harness the Overdrive's hard knockdown effect.
When deciding whether to allocate 50% of his Tension on Dragon Install, Ky should carefully assess the current state of the match. Factors such as both Ky and his opponent's remaining health, Burst availability, and the Tension Meter should be considered when determining whether Dragon Install is the optimal choice over other metered options, such as a Roman Cancel.
In Dragon Install mode, Ky undergoes a dramatic increase in ground dash speed and gains access to augmented special moves and Overdrives. These enhanced moves can be deemed even more formidable than their Shock State counterparts, preserving or even enhancing their improved frame data, amplifying damage dealt on hit, and tripling chip damage inflicted on block. Any knockdown that facilitates DI Charged Stun Edge can likewise set the stage for DI Foudre Arc and/or Dire Eclat, compelling opponents to make a challenging choice between enduring significant chip damage or depleting substantial Tension by resorting to Faultless Defense. DI Stun Edge's augmented damage potential can lure opponents into making precarious movements to evade its chip damage, and seizing them with stray normal attacks can lead to high-damage combos unique to Dragon Install, including looping H Vapor Thrust sequences.
Ky Kiske is a versatile character in the Guilty Gear series known for his balanced gameplay style. He wields a unique sword, the Thunderseal, and doesn't have any specific resources to manage during matches. His gameplay revolves around a variety of special moves and abilities that allow for effective zoning, pressure, and mix-up tactics.
Key aspects of Ky's gameplay include his ability to apply Shock State to opponents, which enhances the properties of his moves and combos. He also has access to Dragon Install, a transformation move that boosts his capabilities and provides enhanced versions of his special moves and Overdrives.
Ky is proficient in both close-range and mid-range combat, boasting an array of normals and gatling options that allow for effective punishes, frame traps, and combo setups. His projectiles, such as Stun Edge and Charged Stun Edge, are useful for zoning and controlling space on the battlefield.