On-Hit The difference between the attacker's recovery and the period that the opponent is in hitstun. Proration A percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Very straightforward characters that rely on using a small set of options.A lack of strong mix-up tools to open up defensive opponents.Low-threat pressure options that make it difficult to keep opponents on defense without taking big risks.Access to consistent knockdowns from every button that carry opponents far towards the corner and keep them there.A straightforward fundamentals-based gameplan with stable and consistent combos that require little to no adjustments based on the opponents' characters.Strong uses of meter that force the opponent to respect you at all times such as the notorious Stun Dipper RRC.A flexible character that can turn from defensive to offensive on a dime with good tools for every situation.Ky Kiske is an all-rounder with tools to compete both on the ground and in the air at most ranges, classified as a Balance type. Refer to the Documentation before editing. This section has strict standards that must be followed. With his diverse move set, Ky has a tool for every situation and can quickly switch between keeping the opponent away and turning on the offensive. thanks to Dire Eclat providing a hard knockdown with far corner carry. He reliably scores great reward from his 2P abare An attack during the opponent's pressure, intended to interrupt it. in Vapor Thrust Guard All Startup 11 Recovery 43 Advantage -33 and his fast, invincible Ride the Lightning. Ky's defensive options are varied, including a meterless DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. Finally, if he gets the right knockdown and/or is close to the corner, he can get strong left/right mix-ups with airdash FDC safe jumps. The massive wall carry of Ky's Ride the Lightning Guard All Startup 8+1 Recovery 99 Advantage -82 Overdrive provides plentiful wall breaks. 5K, and basic but rewarding strike/throw with moves like 6H, 2D, and Dire Eclat Guard All Startup 14 Recovery 25 Advantage -8. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. with his Charged Stun Edge Guard All Startup 39 Recovery Total 62 Advantage +22 and meaty Hitting an opponent to cover the moment as they lose invincibility. Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. On the offensive, Ky is most notable for his safe Okizeme From Japanese "起き攻め". Foudre Arc Guard All Startup 24 Recovery 6 Advantage -2~+6 can be used to call out jumps or back dashes. poke, best used with a Roman Cancel to make it rewarding on hit and safe on block. This can be caused by crouching, certain moves, and being short. His sneaky Stun Dipper Guard Low, All Startup 7 Recovery 30 Advantage -19 is a quick low profile When a character's hurtbox is entirely beneath an opponent's attack. At longer ranges, Ky can use Stun Edge Guard All Startup 13 Recovery Total 46 Advantage -14 to contest zoning. His 5K and 2D are lows for close range poking with many active frames. With strong space control tools and anti-airs, Ky can effectively check opponents at mid range and stifle their approach. His f.S and 2S are good mid-ranged pokes and have good synergy with his 6P and 6H, all of which have disjointed hitbox A particular type of hitbox that has no nearby associated hurtbox, enabling attacks to have certain areas that cannot be hit by an opponent's attacks in return.es, good reach and/or good frame data. Where Ky's neutral shines is in its versatility. His varied move set makes him comfortable at any range, but he excels in mid-ranged neutral. Ky is a versatile and consistent character who possesses many moves with good speed and range.
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