Ky Kiske FAQ For Guilty Gear X on Arcade, Dreamcast, and Playstation 2. Written by Kenny "Kenshi" Tam Contact: kennytam@foxhound.zzn.com =============== Version History =============== Version 1.0 January 27, 2002 Everything Version 1.1 February 2, 2002 Added more stuff. ================= Table of Contents ================= I. Introduction II. Profile III. Annotations and Abbreviations IV. General Moves V. Special Moves VI. Overdrive and Instant Kill Moves VII. General Notes VIII. Strategies IX. Combos X. Miscellany XI. Notes and Credits =============== I. Introduction =============== This is an FAQ for Ky Kiske. I've some FAQs for other games, but I think I will write one for Guilty Gear X. Guilty Gear X deserves more recognition!! This FAQ assumes you know the basics of the game, such as Dust Attacks, Roman Cancels etc. In other words I can't be bothered to list them. The move lists and descriptions I got from sitting next to my machine and watching the move several twenty times on training mode. =========== II. Profile =========== Full Name: Ky Kiske Birthday: November 20, 2??? Nationality: France Height: 178 cm Weight: 58 kg Likes: Everybody's smiling faces. Dislikes: Sol Hobby: Collecting Tea Cups. Weapon: Thunderbrand. ================================== III. Annotations and Abbreviations ================================== UB U UF UB= Up-Back U= Up UF= Up-Forward \ | / B= Back N= Neutral F= Forward B--N--F DB= Down-Back D= Down DF= Down-Forward / | \ DB D DF P = Punch S = Slash K = Kick HS= Heavy Slash QCF= Quarter Circle Forward (D, DF, F) QCB= Quarter Circle Back (D, DB, B) DPM= Dragon Punch Motion (F, D, DF) RDP= Reverse Dragon Punch (B, D, BD) HCF= Half Circle Forward (B, DB, D, DF, F) HCB= Half Circle Back (F, DF, D, DB, B) Double Jump= Tap Up During a Jump. The character will boost themselves again in the air to go higher. A direction can be specified, such as Up-Forward or Up-Back. High Jump= Tap Down, then U. The character will launch themselves into a large jump. They cannot perform the Double Jump though. A direction can be specified, such as jumping towards the opponent by pressing Up-Forward. Forward Thrust Attack= Forward +Attack button. Certain characters may do special or different attacks when performing this. Dead Angle Attack= During Guard, Tap Forward + 2 Attack buttons. Assuming you guarded the attack, immediately do this and the character will counter with an attack. You need a tension gauge of above 50% however. Dust Attack= Press Slash and Hard Slash at the same time. The character will so an attack that if hit, will launch the enemy into the air. Press Up to leap up after to continue attacking the opponent. Sweep= Press Slash and Hard Slash whilst crouching. The character will do an attack that hits low and knocks down the opponent. Recovery= After being knocked down, press two attack buttons to flip out and recover. Throw= Press Forward or Back and Heavy slash when near opponent to perform a throw attack. Faultless Defense= Press Punch and Kick whilst blocking to negate block damage. However it expends some of the tension gauge every time you perform this move and requires the buttons to be tapped every time the move hits. Roman Cancel= Push Three attack buttons during an attack to stop further animation. Used for creating custom combos otherwise impossible. Requires more 50% of Tension gauge to perform. Overdrive Attack= With Overdrive gauge at either 50% or full, do the specific command for the character to unleash a powerful attack. Instant Kill Tecnhnique= Press all 4 attack buttons. The character will go into Instant Kill mode, where the tension gauge turns red and starts deceasing. During that time, the character can unleash an Instant Kill Attack. If the character misses or the bar runs out, the tension gauge cannot be used. It requires a full tension gauge to perform as well. ================= IV. General Moves ================= Standing- ********* Punch- Ky extends his arm slightly. Comes out fast but barely reaches further than his sword in normal pose. Good for close combo starting though. Does miniscule damage. Combos well though. Kick- Kicks to the shins of the opponent. Not as fast as punch, and has less range. Does little damage but can combo too. Slash- Does a far reaching Hiratsuki (sword thrust) towards the opponent. Has quite good range with good speed. Useful for poking and snuffing moves. Up closes it becomes a Katatake (downwards slash), which comes out fast, used in combos. Hard Slash- An arcing Karatake (downwards slash.) Has great range and coverage as well as speed. Good for anti air as well as hitting opponents. Comes out fast and only delay is the traveling of the sword in an arc. Jumping- ******** Punch- Jumping version of his ground punch. I actually have trouble connecting with this move, probably kept for air combo purposes. Kick- A standard looking jump kick. Good for combo starting, as well as random air poking. Slash- Does a really cool looking sideways slash. It arcs slightly upwards at the end of the move, and comes out pretty fast. It has good cover and pretty safe to use in air unless you jump into an overdrive move or something. Hard Slash- Does a flying Katatake, similar to the Ryu Tsui Sen move from Rurouni Kenshin. Ky does a massive chop downwards onto the opponents head. Leaves an arcing trail which can hit the opponent too. Pretty fast and good priority. Crouching- ********** Punch- Standard looking punch outwards. Comes out fast but has poor range. Used for combo starting. Kick- Slides his leg out to the ankles of the opponent. Looks pretty much standard but comes out slowly. Slash- Hacks across the opponents shins. It is a two slash move, meaning Ky swings the sword twice. It can only hit once though, but has good range and makes an okay poke. Hard Slash- Does a rising Sakakaze (upwards slash.) It does not arc though, but can still hit opponents jumping in. Comes out fast, but there is a slight delay at the end of the move. Does two hits up close. ================ V. Special Moves ================ Ky is basically modeled after Ryu. He has projectiles as well as an uppercut. Command Moves: -------------- Elbow - (F+P) Ky does an extended elbow. Slower than the Punch, with same range. Side Kick- (F+K) Ky slides (steps) towards the enemy and does a side kick to the mid section. Good for annoying and pressuring the enemy, but it is pretty vulnerable. Turn Slash- (F+HS) Ky does a turning slash towards the legs of the enemy. Does two hits up close. Slower than the standard HS, but it can combo as well. Mainly used as combo filler. Dust Attack- (S+HS) Ky Swings his sword upwards. Some what fast for a dust attack. Have range of punch. Sweep Attack- (D+S+HS) Ky sticks his leg out, tripping the opponent. Somewhat slow. Throws: ------- Leaping Slash - (F+HS) Ky grabs the stunned opponent, does a small flip and slashes down onto the opponent, Special Moves: -------------- Stun Edge - (QCF+S) Ky whips his sword sideways, launching a crescent of electricity towards the opponent. Looks similar to Sagat's Tiger shots. Comes out pretty fast, and mainly used for zoning the opponent. It is extremely eay to avoid in this game though, so try to launch it from far away or within combos. Aerial Stun Edge - (in Air, QCF+S or HS) Ky does an Aerial Version of the Stun Edge. The slash is aimed steeply downward though, so don't expect to hit anyone from full screen away. The Heavy slash version is more horizontally angled, and may miss the opponent totally. At full screen, it can usually hit average height characters (Axl, Sol etc) right in the head. Typically used for air encounters. Both are good for surprises or making the opponent whiff their anti-air counters. Ky gets boosted slightly upwards and is vulnerable when landing, since he cannot be controlled. Stun Edge Charge Attack - (QCF+HS) Ky charges up and does a large version of the stun edge. This version is much longer (about 2 character lengths) but travels slightly slower and has a slight delay before it. I think it cancels out other projectiles as well. Ky can actually run after this version and hit the opponent the same time the projectile does. Vapor Thrust - (DPM+S or HS) Ky does an overhead arcing slash of electricity whilst leaping upwards. Basically his uppercut type move, where the Heavy slash travels further up. It can hit grounded opponents though, but misses some crouching opponents. Can be used in combos. Moves pretty fast, but has long recovery time when landing. HS can go double jump height, so it is recommended it is used in combos or absolutely sure you can connect. This move can be done in midair. Useful if the opponent manages to jump that high, which I have no idea on how. Stun Dipper - (QCF+K) Ky doe a sliding kick and ends with a slash to the opponent. He will do the slash regardless if the first part hit at all. Comes out pretty fast and must be blocked low. Useful for surprise attacks or in combos. However it is vulnerable if blocked or missed. It can slide under some attacks though. Crescent Slash - (QCB+K) Ky does an inverted backwards flip (!) and raises slashes the opponent with his sword. The streak of lightning reaches to the top of the screen. Moves quite fast and performs move as he is recovering from the flip. The main vulnerability is from the flip itself. ====================================== VI. Overdrive and Instant Kill Attacks ====================================== Ride the Lightning - "Ride-oh the Lightningu!" -(HCB, F+HS) Dashes towards his lightning in a huge circle of electricity. Multiple orbs of lightning encircle the larger one. Does 5 hits up close, and less from further away. The diameter of the globe is about character height, but it is pretty much invincible to almost anything Non-Dizzy (final boss.) Comes out fast and can travel full screen, but the opponent can see it from a mile away as well as block it easily. It moves pretty fast though, but it is better used as a counter or within combos Rising Force - (Instant Kill) "Kusou!...Honkio Mezemasho!" -(QCF, QCF+HS) Ky stabs the enemy with a gigantic bolt of lightning. Similar to his slash move, but encompasses with a very large beam of lightning. Has long horizontal range and comes out instantly. Useful but pretty lame really when compared to the others. Can be a good counter, but you would have to either get into destroy mode and perform the motion really quickly, or be in destroy mode in advance. Has high priority though, which most of the other destroy moves does not have. What a boring move. ================== VII. General Notes ================== Quite a boring character. He is a keep away character with a few offensive moves. He can deal some good damage as an offensive character, but he ain't no Sol Badguy or Millia. He has some problems keeping up with the pace of the game, since his moves are pretty easy to avoid. ================ VIII. Strategies ================ Try to play keep away, but balance it out with a few combos. He can't beat out Millia and the sort in offense, so don't push it too much. Versus; Sol Badguy ---------- Ah the rival battles. Sol can kick your butt in terms of offense, so don't push your luck too much. His range is slightly less than Ky's, but his moves are fast, hard hitting and varied. You really have to stick to keep away in this game, or he will simply overpower and out speed Ky. Keep to projectiles from far away, mainly the HS version of the projectile since it is harder to avoid. Do remember Ky has a start up delay in it. Sol's overdrive is pretty close ranged, but the other one makes him much faster and stronger. Arg. May --- Despite how cute and cheerful May is, she is damn hard to beat at times. Most players like to call Dolphins out as well as fly all over the place. She is much faster than Ky and can dodge those Stun Edges like nothing. She has powerful Overdrive attacks to. You really need to be careful in this match. The only weakness of May is that she is somewhat weak and has slightly less range. Try to go up against her and overpower her. Her instant kill has to be done right next to the opponent though. Watch out for her Whale overdrive, since it can probably beat out anything and has huge coverage of the screen. Millia Rage ----------- I am sure many of you know how frustrating it is to battle Millia. She is pretty overpowered in a sense. Fast, powerful, great special moves, incredible combos. Arg. Prepare for a cheap and hellish fight. Do the Stun edges only if you are full screen away, and use your standing slash to keep her away as well as poke when up close. Be mindful of recovery times since he is pretty damn fast and can beat your butt if you even breathe wrong. Her Disc Overdrive is easy to avoid, but the one air overdrive is had to avoid and can catch many people off guard. Feel free to cry and weep in this battle. Axl Low ------- Axl has along reach, but nothing you cannot handle. It is a keep away battle where Ky has the slight upperhand. Axl does have that weird move where he flies high and lands on you. I frankly have to idea how that move works, but it is pretty fast and hard to time with a Vapor Thrust. It is possible to be cheap with the air Stun Egdes though. Most of Axl's moves are two part, so he may nail you when you try to counter him. His overdrives are pretty defensive but turns offensive in the end. (or was it Billy Kane?) Zato-One -------- A tricky match. Zato-One is quite a hard but powerful character to use. His shadow Eddie can double team you at times as well as have some powerful moves. The best bet is to confuse him up close, and play in a really weird style. He will have a hard time keeping up. Zato can basically hit you from anywhere, but is limited for how long he can continually use his Eddie. He does have some powerful moves up close, but they also have some delay. Poke him to death and use Ky's combos. His Overdrives are pretty easy to spot. Be warned that he has an autoguard in his dashing move, so he can go through and smash you. Potemkin -------- A large big guy. He is a large target, so fire away from FULL SCREEN. He can reach very far with his attacks, so either keep away or go up close and just poke him to death. He does have a really powerful Overdrive that needs to be done up close though. Chipp Zanuff ------------ Chipp is the fastest character in the game, as well as the most mobile (he has a teleport as well as triple jump.) However he also takes the most damage by far. His special moves are pretty fast though, as well as cheap. Try to keep away from your stun edges unless you are confident you can keep him away. Up close he can probably beat you, so try to take advantage of how much damage Chipp does and smash him to death. More of a war of attrition. His supers come out quickly though, so watch out for those. They are pretty darn powerful. Baiken ------ Toned down from the first game, but nonetheless still very powerful in the right hand. She is a counter character who can counter with some very nasty stuff. Try to keep to projectile and keep her away. If you must go up close, vary your attacks so the other player cannot predict your moves and whiff them. Her dashing move has an autoguard, so she might be able to run through a stun edge and do some heavy damage. She has an overdrive counter too. Faust ----- This guy is hard. His scalpel can reach full screen and does huge damage. He might be slow and have weird moves, but they have incredible range, priority, and damage. Try heading in close and outspeeding him. His overdrives are weird in the sense that they can damage Faust and heal the opponent. Anji Mito --------- Hmm this Neikki Basara look alike is actually quite powerful. His butterfly move, despite how slow it is, can be quite tricky to avoid. His special moves are pretty powerful and high priority, and his giant fan move is pretty invincible. He has incredible recovery time, so he can counter your counter against his moves. You could try sticking to Charged Stun Edges from far away. Up close it is hard to win at all. Johnny ------ How is this guy not cool? He is a very powerful character. He isn't very mobile, but his moves are damn powerful. His game revolves around hitting you with coins and then smacking you with a multi-hit Mist finer. His HS is godlike and easily abuseable. Up close he can take you to school with his Mist finer. It is near impossible to approach him even, since his Mist finer comes out instantly and has little recovery. If he does go close, back away or he will try to pin you down and hit you with coins and his mist. His Overdrive is damn incredible too. The only way I can figure is to go full screen and projectile him to death. Jam Kuradoberi (Cranberry) -------------------------- She may look as sweet as her name, but you sure don't want any of her. Cranberry Jam appears to have been replaced with "Can of whoop ass." If she gets close you are basically dead. She can combo anything, and she can power up her special moves so they are even more powerful. If you feel like crying in this battle, feel free. She does have short range though, but since can easily compensate for it with her speed and combos. Venom ----- Hard to use properly, but extremely powerful if mastered. His double Morbid is good move and has quite food priority. His Snooker balls are quite tricky, since he can save them for later to use. The deadliest bit is his overdrive, mainly the Dark Angel. It does a lot of block damage and he can follow it up with anything almost. He also has a projectile, so it is hard to exploit the Stun edge. Try to confuse him and be cheap with random pokes. He can win air battles though with his stinger and double morbid (at times.) Testament --------- Testament players like to summon beats from behind you. Jump in close to avoid them, since he always some delay in all moves. He does have a counter though, but if you stick to him and pressure him a lot, he should fold. Dizzy ----- As difficult as the final boss maybe to beat, she is actually hard to use. Nonetheless she is still extremely powerful. She has very strong normal moves, and can combo into quite a lot of stuff. Her overdrives, as you can tell, are deadly. Keep away and stay defensive once she has a full tension gauge. The motions for her overdrives are quite hard to pull off though. ========== IX. Combos ========== Coming soon . . . ============= X. Miscellany ============= Story ----- Deadly serious, honest in work, truthful with others and devout in his morals. A firm believer in justice, eternally trying to help those weaker than himself. At the same time, he possesses a fragile mind that quickly erupts when he encounters anyone who breaks his rules or disrupts his order. In other words, he has a hard time dealing with freedom, a fact he has yet to realize. A charismatic and talented swordsman, Ky was appointed as the leader of the Sacred Order of Holy Knights when he was only 16. Since the Crusades, he has worked in the police force to keep his vigil over mankind. Justice's final words at the Tournament made Ky realize that the "justice" he believed in only served human purposes. Ky, who believed all his life that Gears were inherently evil, could neither agree nor disagree with Justice's message. It was then that he received word of a Gear that had no intention of harming humans. To determine the true meaning of justice, he decided to embark on a new journey. Win Quote: ---------- "It is because you held back that I can't enjoy the victory!"- vs Sol "That look you are giving me. Its as if I haven't won" -vs Sol "uhhh..maybe you shouldn't kick so high.. I don't know where to look."- vs Jam "What are you trying to pull with that fake badge? You cannot fool my men." - Vs Ky Special Intros: --------------- Versus Sol: Chats. Sol has his back to Ky, whilst Ky charges up his sword. Sol throws his sword inthe Stage: ------ Inside a castle, with a row of knights looking on. In the background are a set of stairs leading to an other room. This stage is shared with Sol Badguy Ky's theme is "Holy Orders: Be Just or Be Dead" in the Home Console Versions. It is named "Holy Orders 2: Be Just or Be Dead" In the arcade versions. Comments: --------- -what a dork. Even his win quotes are dorky. ===================== XI. Notes and Credits ===================== -Guilty Gear X is Trademark and Copyright property of Arc System Works Co., Ltd. and Sammy Entertainment Inc. 2000, 2001. -Story information from Official Guilty Gear X site http://www.guiltygearx.com -Mr. Jeff Veasey at Http://www.Gamefaqs.com for hopefully hosting this FAQ. -W.W for our Guilty Gear X matches and your button mashing Sol. -N.H for I would be your knight anytime. -If, for any part, I may have borrowed or referenced information that originally stemmed from your work, PLEASE do notify me and I will immediately remove or a credit the work from this FAQ. This document Copyright 2002 by Kenny "kenshi" Tam, and may not be duplicated or reproduced (in part or in full) for profit without the explicit permission of the author. Chances are it will be rare if anyone would want to use this crappy FAQ. This document is supposed to appear on http://www.gamefaqs.com. http://www.psxcodez.com http://www.DLH.net http://www.gamespot.com