Overview
Ky is comfortable anywhere, but he excels in grounded footsies. He uses his fast and long f.S to tame opponents and complements it with 2S, 5H, 2K, and 2D. Frustrated opponents that jump at him will find themselves dealing with his above-the-knees invulnerable 6P and giant, disjointed 2H. Any one of these pokes or anti-airs can lead into a knockdown or a solid combo.
When Ky finds himself farther away from the opponent he can use his Stun EdgeGuardAllStartup10RecoveryTotal 46Advantage-10 projectiles to harass them, either covering his approach or playing keep away. By placing "Grinders" and making use of them via Durandal Call to power up his projectiles, Ky has a wide variety of strong options in neutral, okizeme, and combos.
After securing a knockdown, Ky can safely set up okizeme using Charged Stun EdgeGuardAllStartup38RecoveryTotal 69Advantage+14, then apply his strong pressure game by mixing in low attacks, frame traps, throws, and pressure resets with 6H and 6K.
If footsies don't cut it, Ky can use Stun DipperGuardLow, AllStartup5Recovery26Advantage-15 to slide under pokes/projectiles and score knockdowns, his overhead Greed Sever
GuardHigh/AirStartup19Recovery5+11 LandingAdvantage-10 to check his opponent's reactions and hop over lows, or his reversal Vapor Thrust
GuardMidStartup11Recovery35+9 LandingAdvantage-34 to challenge pressure.
Ky is a character that can quickly switch between keeping the opponent away and turning on the offensive. His diverse moveset has a tool for every situation, and everything about him is average at worst - but usually quite a bit better.
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Defense |
x1.03 |
Guts Rating |
2 |
Weight |
[100] Medium |
Stun Resistance |
60 |
Prejump |
3F |
Backdash |
16F (1~9F invuln) |
Wakeup Timing |
23F (Face Up)/ 21F (Face Down) |
Fastest Attack |
5P![]() ![]() ![]() ![]() |
Reversals |
623S/623H![]() 632146H ![]() |
Ky Kiske is a well-rounded character with a low barrier to entry. He excels at playing neutral, converting pokes into knockdowns, setting up safe okizeme, and creating strong pressure.
- Strong Neutral Game: Ky has normals which are either fast or have strong hitboxes that often convert into knockdown or damage and control space well.
- Variable Pressure Routing: Ky's open gatling table and suite of versatile normals allows for variable pressure structure to keep opponents guessing.
- Projectile Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.: Ky's Charged Stun Edge
GuardAllStartup38RecoveryTotal 69Advantage+14 and Grinders grant him strong, looping okizeme assuming he has either meter or a Grinder set up in the corner.
- Jack of All Trades: Ky is able to perform well in most aspects of the game, and is well-rounded to the point of having few major flaws. Ky has a solid option for every situation, including two strong anti-airs, an invulnerable DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion., an invulnerable super, and versatile projectiles.
- Securing Air Knockdowns: Unless the opponent is cornered, it is difficult to get a knockdown from air combos and sometimes impossible to knockdown airborne lightweight characters. This forces Ky to choose between doing higher damage or getting okizeme without spending meter on Ride the Lightning
GuardMidStartup10+1Recovery18Advantage-22 in many midscreen combo routes.
Unique Mechanics
Ky can use specific attacks (5D, j.D, Split CielGuardMidStartup15Recovery15Advantage-1) to summon small floating circles called Grinders that last for 210 frames3.5 seconds or until used. One ground (from 5D and Split Ciel) and one air (from j.D) Grinder can be active at the same time, and summoning a second of either kind will erase the older one.
Shooting a projectile through a Grinder will power it up into a Fortified state by consuming the Grinder. Fortified projectiles give Ky more options in neutral, pressure, and combos: Stun EdgeGuardAllStartup10RecoveryTotal 46Advantage-10 becomes a full screen sword-beam for zoning, Charged Stun Edge
GuardAllStartup38RecoveryTotal 69Advantage+14 becomes a large, long-lasting stationary projectile for okizeme, and Sacred Edge
GuardAllStartup4+3RecoveryTotal 36Advantage+7 becomes a massive full screen blade that wallsplats opponents for combos.
Fortified projectiles still count towards Ky's projectile limit of 1 Stun Edge on the screen. Locking down the ground with Fortified Charged Stun Edge means Ky won't be able to use any other kind of Stun Edge until it goes away.
Note: In older notation, players often referred to this mechanic with Durandal Call (DC). For example, "DC CSE" refers to Fortified Charged Stun Edge.
Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.
Normal Moves
5P
Useful for pressure, tick throws, frame traps, burst safe combos, and situational anti airs.
5P is generally a "backup plan" for Ky as he has stronger tools in most situations. It can be used as a quick all-purpose attack that sets up pressure for throws and frame traps, and is safe from Bursts due to its fast recovery. It hits a bit high up, making it a nice backup anti-air when 6P would fail (such as when the opponent is too close and/or crosses up.)
Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
5K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
12 | Low | 5 | 8 | 7 | -5 |
A standing low that is used for mix-ups, okizeme, setting up frame traps, and for tick throws.
5K is a low with shorter range than 2K, but better proration (80% vs 70%), making it a better choice for a low mixup if you're close enough. Its very long active time also makes it a reliable meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. on an opponent's wakeup.
Gatling Options: 6P, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 80% | 0 | 3 | 8 |
c.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
28 | Mid | 7 | 2 | 18 | -1 |
Used for frame traps, punishing, pressure, option selecting with forward throwBy pressing 6H+S to execute a throw, you'll get this attack if the opponent jumped or backdashed. , and as a situational anti-air.
An essential move in pressure due to its high attack level, jump cancelability, use as a frame trap, high reward on counter hit, and ability to throw option select. It's safe to end pressure with normally, but it's common to jump cancel it into TK Aerial Stun EdgeGuardAllStartup21Recovery41+14 LandingAdvantage+2 or to simply escape a situation. By late canceling other attacks into c.S in pressure, you can create a frame trap to catch opponents pressing buttons. On Counter Hit, it will combo into 6H, leading to high damage combos.
Its fast startup and high damage also makes it a good punish tool. It hits a bit higher up than implied by the animation, and works as an anti-air occasionally. This is much faster than 5H or 6H, and if an opponent successfully jumps a throw attempt but didn't hold Faultless Defense, they may be caught.
- On Counter Hit, combos into 6H.
Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 20 | 6 |
f.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
28 | Mid | 10 | 6 | 19 | -11 |
A long reaching normal with a slight disjoint 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., used for spacing and pressure.
One of Ky's cornerstone moves. It is his farthest reaching ground normal and standard spacing/harassment tool. Use f.S to threaten the opponent and prevent them from advancing or escaping. On crouching hit or Counter Hit, it can be canceled into 3H for a combo at most ranges, but won't connect at max range. If your confirms and sense of spacing are strong, you can cancel into Stun DipperGuardLow, AllStartup5Recovery26Advantage-15 on hit for a knockdown.
Ky's hurtbox is extended far forward during the attack, so opponents can punish this if used recklessly. Some characters can get under f.S with low profile or airborne moves: mix it up with 5H, 2S, and Stun EdgeGuardAllStartup10RecoveryTotal 46Advantage-10 if they start to find ways around f.S. This move is a perfect candidate for YRC OSWith at least 25 Tension, input a Roman Cancel the moment the attack becomes active. On hit, it will RRC for a combo. On whiff, it will YRC. to remove most of its risk at the cost of Tension.
- On crouching hit or Counter Hit, combos into 3H.
- Can be avoided with low profile attacks.
Gatling Options: 6K, 2S, 3H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
5H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
42 | Mid | 10 | 6 | 12 | +1 |
Used for spacing, frame traps, situational anti-air, and punishes.
5H can be thought of as a shorter range, but safer version of f.S. It's a medium reach poke that is slightly plus on block, and when used in tandem with Ky's other spacing tools it can be very strong. 5H hits a bit higher up than f.S, and can be used as an anti-air + spacing tool in some situations. On Counter Hit it staggers the opponent, making it a great choice to frame trap with in pressure.
This move is a key part of ending pressure because of its long cancel window and advantage on block. Ky can choose to end with 5H or late cancel into 2D to trip opponents expecting to escape. On hit, use the late cancel window to space Stun DipperGuardLow, AllStartup5Recovery26Advantage-15 correctly and secure both hits for a knockdown.
Gatling Options: 6K, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 20 | 6 |
- Staggers opponent on CH. Max duration 51F, Frame Adv: +14 to +34
5D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
25 | High | 28 | 13 | 11 | -5 |
Used as a standard grounded overhead.
Ky's universal grounded overhead. It is among the slower 5D moves in the game, but is much safer on block than Ky's other grounded-usable overhead in Greed SeverGuardHigh/AirStartup19Recovery5+11 LandingAdvantage-10. If Ky has a Fortified Charged Stun Edge obscuring him, 5D becomes significantly harder to see and react to, which can make it a more appealing option.
Ky can summon Grinders faster with Split CielGuardMidStartup15Recovery15Advantage-1, so it's not recommended just for that. While 5D can destroy the opponent's projectiles and leave Ky with a Grinder afterwards, its slow startup makes it difficult to use for that purpose.
Because 5D counts as a projectile, it can be YRC'd and still connect (although it becomes a mid). This can enable an expensive F-shiki overhead if you spend 25 meter to YRC the startup, get your opponent to block it standing, then do an instant overhead and spend another 50 meter to RRC for a combo.
- Summons a Grinder and clashes with projectiles during active frames.
- Becomes a mid attack when Yellow Roman Canceled.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial 80% | 4 | 20 | 20 |
- On YRC, projectile still comes out, but becomes a Mid hitting projectile that does not launch the opponent
6P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
30 | Mid | 9 | 5 | 15 | -6 | 1-6F Upper Body 7-13F Above Knees |
Used as an anti-air, pressure tool, frame trap, and counterpoke.
6P is an extremely reliable anti-air and Ky's primary attack for dealing with airborne opponents alongside 2H. As a grounded attack, its 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. makes it good for countering mid range pokes. It can also be used to bait certain Dead Angles in pressure.
Gatling Options: 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 90% | 2 | 10 | 7 |
6K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
32 | Mid | 19 | 2 | 11 | +4 |
An advancing plus-on block pressure reset and combo tool.
Because this attack is +4 on block and moves Ky forward, it allows Ky to start a new blockstring afterwards. The downside comes in the form of slow startup: it will lose to jumping/backdashing/mashing, so the opponent must be conditioned to block before this can be effectively used.
Using Yellow Roman Cancel during the startup of this move is a gimmicky way to move closer to the opponent for a throw. Keep in mind that while 6K is +4 on block, Ky's fastest normals have 5f of startup. This means that even when not instant blocked, the opponent has a 1f gap to input a reversal to beat your attempt to re-establish pressure.
- On hit, Ky is plus enough to link into any of his 5f normals.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 10 | 8 |
6H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
30×2 | Mid | 23 | 6,(8),2 | 6 | +11 |
Used for resetting pressure, for frame traps, and in combos after Counter Hit c.S.
6H has high frame advantage and includes a large forward step Ky takes before swinging his blade. 6H can be used to reset pressure against passive opponents, forcing your way back in and trapping them in another bad situation, or to get the opponent to use their tension in order to force you off of them. It's a great tool for building meter and cranking an opponent's R.I.S.C. gauge.
- First hit is special cancellable.
- Forces opponent into crouching state on ground hit, making it always +13 on hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 10 | 6 |
- First hit forces opponent into crouching state on ground hit
3H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
35 | Mid | 15 | 4 | 25 | -12 |
Used in pressure, frame traps, punishes, and to launch for combos.
Often used to extend pressure after f.S and confirm crouching and counter hits into a launcher for high damage. On block, it's usually canceled into Stun EdgeGuardAllStartup10RecoveryTotal 46Advantage-10 and Split Ciel
GuardMidStartup15Recovery15Advantage-1 to remain safe, while on hit it's canceled into Greed Sever
GuardHigh/AirStartup19Recovery5+11 LandingAdvantage-10 for a combo.
Like 6K, using YRC to cancel the startup of this move is a tricky way to close in for a throw. While 3H does connect from f.S, it won't reach from a f.S that hits at the tip.
- Ky slides forward before slashing.
- Combos from f.S on crouching and counter hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 14 | 6 |
- Special cancellable until 27F
- Air hit untechable for 28F
2P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
6 | Mid | 5 | 4 | 4 | +2 |
Used for pressure, setting up frame traps and tick throws, and Burst-safe confirms.
An essential move in Ky's pressure since it's fast, +2 on block, and easy to confirm into a combo. From here you can choose to do many things, such as frame trap to c.S or 5H, gatling into another normal, or go for a throw. Due to its quick recovery, it can create Burst-safe points in combos.
Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 80% | 0 | 3 | 8 |
2K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
14 | Low | 5 | 4 | 6 | ±0 |
Used for neutral, pressure, and setting up frame traps and tick throws.
2K has good range and fast startup. Although it is a low, 5K is preferred over 2K as a mix-up tool since 2K prorates damage by 70%, and 5K by 80%. In pressure, 2K is neutral on block, which makes it strong for tick throws and frame traps.
Gatling Options: 6P, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 70% | 0 | 3 | 8 |
2S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
25 | Low | 9 | 2 | 15 | -3 |
Used for spacing, low mix-up, and gatling from f.S for safety.
2S is a long range low, used to supplement Ky's other spacing attacks. It can be used to stop advancing opponents who are trying to either low profile other attacks or attempting to rush in from the ground. It can be thought of as a version of f.S that exchanges range and damage with the safety of crouching to duck under aerial attacks. With a good sense of spacing and fast reactions you can cancel 2S hits near the tip into Stun DipperGuardLow, AllStartup5Recovery26Advantage-15 for a knockdown. It's often canceled from f.S on hit or block, and used in pressure to add a low to blockstrings.
Gatling Options: 6K, 5H, 2H, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
2H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
28×2 | Mid | 11 | 1,4 | 20 | -7 |
Used for anti-air, situationally as a spacing tool, and as a frame trap.
An amazing swiss army knife of a move. 2H's potential as a preemptive anti-air attack is high since it covers a massive amount of space, hitting much farther and higher than 6P. It's also surprisingly functional as a ground poke, so running forward and throwing it out is like putting up a wall in neutral that covers the air and ground. It hits twice, which is great for dealing with moves with armor like Potemkin's Hammerfall, it launches on Counter Hit which opens up high damage potential, and it is also jump cancelable both on hit and block which makes it hilariously safe as long as it actually touches the opponent. The startup can sometimes be a bit too slow to anti-air on reaction with relative to 6P, but overall it's very fast for how large it is. The recovery isn't insignificant, but it's relatively safe for what it is.
- Pulls in opponent towards Ky on air hit.
- Launches and pulls in opponent towards Ky on Counter Hit.
Gatling Options: 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 90% | 3 | 14 | 6 |
- Pulls in opponent on air hit
- Air hit untechable for 19F
2D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
30 | Low | 7 | 12 | 12 | -10 |
Used for leading combos into knockdown, poking, and as a low mix-up.
2D is a fast, long range sweep that is active for an unusually long amount of time. It's often used as a poke or canceled from a poke in neutral, to keep opponents from jumping in pressure, and sometimes on defense as a fast and long range counterattack. It can also be used to catch reversal backdashes on oki.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
j.P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
12 | High/Air | 6 | 6 | 6 |
Used for countering opponents in the air, controlling air space, tick throws, and Burst-safe confirms.
While Ky's other jumping normals are generally better, j.P is his fastest and least risky airborne attack. j.P is a great way to interrupt opponents approaching you from above when airborne. It's not guaranteed to beat out an opponent's airthrow attempts, since it hits more high up and horizontally than low and vertically.
Gatling Options: j.P, j,K, j.S, j.H, j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 3 | 8 |
j.K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
16 | High/Air | 7 | 4 | 12 |
Used for long-range air-to-air encounters, and catching opponents jumping away.
j.K is very fast and hits very far, making it a great for air-to-air encounters. It's almost just as fast as j.P, and hits much further and a bit higher up, making this a great choice to catch opponents attempting to escape pressure by jumping, or to challenge an opponent from the air that's far away.
Gatling Options: j.P, j.S, j.H, j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 3 | 8 |
j.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
28 | High/Air | 7 | 3 | 21 |
Used for okizeme, air combos, as an air-to-ground attack, and in fuzzy guard setups.
Ky's standard jump in attack. It's often used for safejumps over a knocked down opponent for okizeme. j.S is important in Ky's air combos and fuzzy guard mix-ups because it's jump cancelable.
Gatling Options: j.P, j.H, j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
j.H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
38 | High/Air | 13 | 4 | 23 |
Used for okizeme, air combos, as an air-to-ground or air-to-air attack, countering anti-airs, and controlling air space.
j.H hits very far, as well as slightly below Ky, it's a gigantic swipe that is used to space opponents at the tip, or to cover escapes by using it while backdashing. Its large hitbox can even beat anti-air attacks when spaced properly at max range! Off a falling CH there's enough hitstun to pick up a combo.
In Okizeme, j.H is as a safejump right before landing. Its longer startup frames are also useful when doing empty jump mix-ups, where you would fake it hitting overhead.
Gatling Options: j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
j.D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
40 | All | 38 | 13 | Total 25+8 after landing |
Used for zoning, space control, okizeme, crossups, and to summon Grinders.
j.D is a passive "trap" tool with considerable startup that suspends Ky in the air briefly, so it's best to use it from a distance or while the opponent is downed. It leaves an electric cross hanging in the air that will hit the opponent if it's touched while active. This is useful for zoning, as well as setting up okizeme. It's possible to cross up an opponent's block by airdashing over them the moment they wake up into j.D.
It also functions as an anti-zoning tool, since j.D also creates a Grinder, allowing you to immediately use Aerial Stun EdgeGuardAllStartup21Recovery41+14 LandingAdvantage- afterwards for a fortified Stun Edge. It launches opponents on Counter Hit, which can be converted into a combo. If done close enough to the ground, ground Stun Edges can pass through the air grinder set by j.D.
- Disappears if Ky is hit but remains even if Ky blocks.
- Creates a Grinder and clashes with projectiles.
- Has landing recovery unless you Yellow Roman Cancel or double jump after j.D.
- Can only j.D once per jump.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
Universal Mechanics
Ground Throw
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
0,60 | Ground Throw: 75250 | 1 | +49 |
This is the cornerstone of Ky's mix-up game, allowing him to safely set up Charged Stun EdgeGuardAllStartup38RecoveryTotal 69Advantage+14 or TK j.D.. It can be Roman Canceled in the corner for high damage Vapor Thrust
GuardMidStartup11Recovery35+9 LandingAdvantage-34 and Split Ciel
GuardMidStartup15Recovery15Advantage-1 loops, or midscreen to carry the opponent to the corner.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Forced: 65% | 0 | NA | 6,0 |
- Frame advantage listed is on hit
- Stun: 30
Air Throw
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
0,60 | Air Throw: 192500 | 1 |
Basic air throw. There isn't enough time to use Charged Stun EdgeGuardAllStartup38RecoveryTotal 69Advantage+14 oki safely from this knockdown, but it can be Roman Canceled to add a bit of extra damage midscreen or to start Vapor Thrust
GuardMidStartup11Recovery35+9 LandingAdvantage-34 loops in the corner.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Forced: 65% | 0,4 | NA | 6,0 |
- Stun: 30
Dead Angle Attack
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
25 | All | 12 | 3 | 24 | -13 | 1-14F Full 15-32F Throw |
A standard Dead Angle Attack, using Ky's 6P animation. It has moderate startup and recovery, and hits pretty consistently. While always an option, Ky has access to other defensive tools in Vapor ThrustGuardMidStartup11Recovery35+9 LandingAdvantage-34 or Ride the Lightning
GuardMidStartup10+1Recovery18Advantage-22, so consider your options as always.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 50% | 2 | 10 | 7 |
Blitz Attack
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Blitz Attack | 50 | Mid | (15-48)+13 | 3 | 20 | -2 | 1~Button release: Blitz |
Blitz Attack Max Charge | 50 | Mid | 50+13 | 3 | 20 | +5 | 1~50: Blitz |
Ky's Blitz Attack is the same as the rest of the cast's, and he has little use for it in combos.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Blitz Attack | Initial: 55% | 1 | ||||||||||||||||||||||||||||||||||||||
Blitz Attack Max Charge | 4 |
Blitz:
- Hitstop 30F
- Slighty refills own Burst and slightly drains opponent's Burst on hit
- Blows opponent away and wall sticks opponent on hit (untechable for 40F / 80F on CH)
- Crumples opponent on ground CH (79F)
[Blitz]:
- Hitstop 30F
- Slighty refills own Burst and slightly drains opponent's Burst on hit
- Slightly blows opponent away on air hit (untechable for 50F / 100F on CH)
- Crumples opponent on ground hit
Special Moves
Stun Edge
236S
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Stun Edge | 30 | All | 10 | Until Corner | Total 46 | -10 | |
Stun Edge (Fortified) | 40 | All | ~+9 | 3 | +8 |
- Stun Edge
Fast projectile used for spacing, zoning, ending blockstrings, and resetting pressure with YRC.
Stun Edge (SE) is an important part of Ky's neutral game, and is very powerful when used with Yellow Roman Cancel. It can be used to supplement Ky's neutral at most ranges, but has low reward on hit for how risky it is to throw within an opponent's IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. range. Without meter to YRC, use it more at farther ranges where opponents cannot punish with an airdash. SE is not a pure zoning tool, as it is beat out by multi-hit projectiles or characters that can quickly create multiple projectiles.
SE truly shines when Yellow Roman Canceled: Ky can put out a fast moving hitbox very quickly, immediately react to what the opponent is doing, and then pick his options accordingly. On hit it can be confirmed into a combo and knockdown, on block you can start a blockstring. Stun Edge will even delete moves like Sol's Gun Flame
GuardAllStartup20RecoveryTotal 50Advantage-4 or
Venom's pool balls and allow you to punish their recovery. Try to avoid spending all your meter on this, though - it isn't infallible!
- Can be avoided with low profile moves
- Fortified Stun Edge
Used for zoning, anti-zoning, and resetting pressure.
An extremely useful tool. Shooting an SE through a Grinder turns it into a full screen sword beam. Fortified SE passes through other projectiles, and on Counter Hit it knocks down the opponent. This makes it invaluable as a zoning/anti-zoning tool, since SE on its own is rather weak against many other projectiles. With one well placed shot, Ky can break a zoning situation using fortified SE. In pressure after a Grinder has been placed, Fortified SE can reset pressure since it's +8 on block.
- Can still be avoided with low profile moves.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Stun Edge | Initial: 90% | 2 | 2 | 7 | ||||||||||||||||||||||||||||||||||||
Stun Edge (Fortified) | 4 | 3 | 6 |
236S: 236S Grinder:
- Knocks down opponent on CH.
Charged Stun Edge
236H
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Charged Stun Edge | 20×3 | All | 38 | Until Corner | Total 69 | +14 | |
Charged Stun Edge (Fortified) | 20×6 | All | ~+9 | 59 | +18 |
- Charged Stun Edge
Used for okizeme, zoning, and occasionally as a pressure reset.
Charged Stun Edge (CSE) is larger and slower than Stun EdgeGuardAllStartup10RecoveryTotal 46Advantage-10, and hits 3 times instead of 1. It's mainly used for safe, easy okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. after a knockdown due to its large amount of frame advantage. Its considerable startup and recovery make it less suited to use in neutral, and it's still avoidable by 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. moves.
Once it's out, Ky can IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. over it and use j.S or j.H to lock the opponent down, or run behind it on the ground while reacting to jump out attempts. Its use as a pressure reset is limited due to its slow startup, but can catch opponents playing passively and give Ky another mix-up attempt. With Yellow Roman Cancel, it becomes much easier to use in neutral to cover an approach, and less risky as a pressure reset.
- Fortified Charged Stun Edge
Also known as DC CSE. Used for okizeme, and occasionally as a zoning tool.
Firing a CSE through a Grinder will cause it to transform into a nearly fullscreen stationary rotating blade that functions similarly to CSE. It hits 6 times, and is slightly more plus on block than CSE.
Using DC CSE for okizeme gives Ky plenty of time to dash jump and go for a high/low mix-up that covers many non-invulnerable defensive options. DC CSE rapidly expands to its full range on becoming active as it does not need to travel like regular CSE, and using it with Yellow Roman Cancel enables the aforementioned mix-ups reversal-safe and doable from farther distances.
It can also be used in neutral, especially by YRCing CSE, then running in front of it and placing a Grinder for it to pass through using Split CielGuardMidStartup15Recovery15Advantage-1. Standing inside of a DC CSE is a good way to deal with projectiles and approach opponents.
- Clashes with other projectiles.
- Can still be avoided with low profile moves that hit Ky.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Charged Stun Edge | 4 | 3 | 6 | |||||||||||||||||||||||||||||||||||||
Charged Stun Edge (Fortified) | 4 | 3 | 6 |
236H: 236H Grinder:
- On air hit untechable for 60F
Aerial Stun Edge
j.236S or j.236H
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Air S Stun Edge | 33 | All | 21 | Until Ground | 41+14 Landing | +2 | |
Air S Stun Edge (Fortified) | 43 | All | ~+9 | 3 | |||
Air H Stun Edge | 33 | All | 21 | Until Ground | 41+14 Landing | ||
Air H Stun Edge (Fortified) | 43 | All | ~+9 | 3 |
- S Aerial Stun Edge
Used for punishing anti-air attempts, stopping momentum in mid-air, pressure, resetting pressure, setting up frame traps and as a zoning tool.
S Air SE is a multi-purpose projectile that can be used in many ways. In neutral it can be used to catch approaching opponents, and to punish anti-air attempts once they've got under you. This is always a risk, but is extremely safe with YRC, since you won't have to deal with landing recovery, and can assess the situation to confirm into a combo if it hit, go for a mix-up if it was blocked, or disengage with an airdash if it was avoided. When TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input.'d (2369S/H), it is advantageous on block, which makes it another way to reset pressure, especially after a jump cancelable normal such as 2H or c.S. Using an aerial projectile as a pressure reset is unconventional and many opponents may try to challenge with an attack, leading to an easy frame trap. This is extra effective in the corner!
- Ky is crouching during landing recovery.
- H Aerial Stun Edge
Mainly used for zoning.
Compared to S Air SE, H Air SE is far less multi-use, and is generally TK'd from far away to cover a good portion of the screen and harass the opponent, or to call out an opponent's jump out attempt in pressure where you'd normally use S Air SE. What it does, it does well.
- Ky is crouching during landing recovery
- Fortified S Aerial Stun Edge
Used for punishing anti-air attempts, stopping momentum in mid-air, pressure, resetting pressure, setting up frame traps and as a zoning tool.
For the most part, Fortified S Air SE functions exactly the same as the normal version, only at an angle. It can be used after using j.D as an okizeme tool, or after jump canceling a normal during pressure and using j.D. Fortified Air SE stuns the opponent for a long time on counter hit, giving you time to run in and perform a quick combo. You can even confirm into 3H if you're quick enough.
- Passes through projectiles.
- Knocks down on Counter Hit.
- Fortified H Aerial Stun Edge
Used for zoning and anti-zoning.
Though Fortified H Air SE is used in the same way as the normal version, it's far more potent as a zoning/anti-zoning tool. You can setup a Grinder for this move by using j.D in neutral far from the opponent. Its angle makes it very hard for opponents to deal with.
- Passes through projectiles.
- Knocks down on Counter Hit.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Air S Stun Edge | Initial: 90% | 3 | 2 | 6 | ||||||||||||||||||||||||||||||||||||
Air S Stun Edge (Fortified) | 4 | 3 | 6 | |||||||||||||||||||||||||||||||||||||
Air H Stun Edge | Initial: 90% | 3 | 2 | 6 | ||||||||||||||||||||||||||||||||||||
Air H Stun Edge (Fortified) | 4 | 3 | 6 |
j.236S:
- Frame Advantage is on lowest possible height
j.236S Grinder:
- Staggers opponent on grounded CH, min duration 19F / max duration 39F. Knocks down on air CH.
j.236H: j.236H Grinder:
- Knocks down opponent on CH
Vapor Thrust
623S (Air OK) or 623H (Air OK)
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
S Vapor Thrust | 48 | Mid | 9 | 3 | 32+9 Landing | -30 | 1-8F Full |
H Vapor Thrust | 48 | Mid | 11 | 4 | 35+9 Landing | -34 | 1~10F Full 11~15F Strike |
Air Vapor Thrust | 48 | All | 9 | 3 | 9 After Landing | 1-8F Strike |
- S Vapor Thrust
Used as a reversal on defense, as a risky wakeup reversal, as a high risk high reward anti-air, and as an invincible attack.
Vapor Thrust (VT) is Ky's invulnerable reversal attack. The S version (SVT) is extremely rewarding on Counter Hit and starts up/recovers slightly faster than the HS version, but it has much less invulnerability time. It's usually used as a high risk high reward anti-air, or in specific situations on defense to take advantage of the long untechable time on Counter Hit to pick up a combo.
- H Vapor Thrust
Used as a reversal on defense and wakeup, as a risky anti-air, in combos, and as an invincible attack.
While better than SVT as far as wakeup reversals go, HVT is risky; it loses to some low profile attacks and easily loses to safe jumps, so you need to be sure the opponent isn't doing one of those before attempting this. It also starts up slowly in comparison to other reversals, and has a lack of forward momentum and range. Despite this, HVT is a good tool for dealing with pressure since it still has a good amount of invulnerability. It also hits on both sides of Ky, making it one of the rare reversals that can be useful for dealing with crossups (as long as your input isn't crossed up). Ky is not left in Counter Hit or crouching state during the recovery either, so it loses a bit associated risk when the opponent has no tension to punish hard.
As long as the opponent doesn't low profile it, you can use HVT RC to escape oki and pick up a combo if it hit, though you might want to save the tension for FD or Dead Angle if you don't want to play risky. Outside of defense, it can be used to anti air some moves that otherwise counter Ky's 6P and 2H, though its startup leaves a bit to be desired and if they see it coming in time they may be able to YRC and punish you for your trouble. It's integral in Ky's combos, including Vapor Thrust loops, Split CielGuardMidStartup15Recovery15Advantage-1 loops, and Dash VT combos. On medium and heavy weight characters it will score knockdowns pretty easily, but light characters tend to float too high and can recover before hitting the ground.
- Air Vapor Thrust
Used as an air combo ender, as a risky anti-air, to interrupt momentum, and as an invincible attack.
Because air VT lacks a low hitting hitbox (much like the grounded version), it's rare to see it used in the air like Sol would use his Volcanic Viper. 99% of the time you use this move it will be to end air combos. It can be a wild card option in a pinch though.
- All versions cannot be Yellow or Purple Roman Canceled.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
S Vapor Thrust | 2 | 10 | 7 | |||||||||||||||||||||||||||||||||||||
H Vapor Thrust | Initial: 80% | 2 | 10 | 10 | ||||||||||||||||||||||||||||||||||||
Air Vapor Thrust | 2 | 10 | 7 |
623S:
- Floats on hit, untechable for 35F / knockdown on CH
- 9F onwards Airborne
623H:
- Floats on hit, untechable for 60F / knockdown on CH
- 11F onwards Airborne
j.623S/H:
- Floats on hit, untechable for 45F / knockdown on CH
Stun Dipper
236K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
12,32 | Low, All | 5 | 14(7)3 | 26 | -15 | 1-4F Upper Body 5-18F Low Profile |
Used to low profile attacks, counterattack on defense, confirm knockdowns from pokes, as a surprise low attack at the end of pressure, and to cover lots of space quickly.
Stun Dipper (SD) is one of Ky's defining attacks. Its ridiculously fast startup, upper body invulnerability, and long travel distance make it useful in a wide variety of situations. SD can be used to counter an opponent by sliding under their attacks that don't cover the ground, and to confirm knockdowns from combos and pokes spaced at the tip of f.S, 2S, and 5H. It's also commonly used to counter pressure during even small gaps left by the opponent.
Though SD is an invaluable tool it's also very punishable on block. This is made worse because it's also really finnicky to get both the slide and the follow-up slash to combo unless Ky was spaced correctly or got a Counter Hit. Because of this, it's risky to throw out unless you read the opponent correctly or can confirm your spacing quickly. Ky's neutral game becomes many times better once he has 50 tension because he can mitigate all the negative consequences of SD and threaten his opponent constantly with it. If it hits, you can save the meter or go RC it for damage. If it's blocked or dodged, RRC or PRC will keep you safe and put you in an advantageous position.
- Second hit will not combo after the first if spaced too close.
- Second hit always combos on Counter Hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 90%, -- | 3,2 | 14,10 | 2,5 |
Greed Sever
214K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
30 | High/Air | 19 | 14 | 5+11 Landing | -10 | 4F onwards Foot |
Used as a combo tool, to control space against active opponents, to counter hit low attacks, and as an overhead mix-up.
As an overhead, Greed Sever (GS) is a bit telegraphed despite its speed. It's unsafe on block at most ranges, so it's primarily used in combos and as an advanced offensive counter-poke option. While faster than most Dusts, it has a unique animation and loud audio cue that makes it easier to react to.
Though it's somewhat lacking as a pure mix-up tool, GS begins to shine when used at range to catch defensive mashing, hop over low attacks, and check over-aggressive movement in neutral. If it connects with an opponent's block at the tip near the end of the animation it's safe on block. It's typically reserved until 50 Tension is saved up to RC it just in case it's blocked.
- While the startup is 19F, it does not hit crouching opponents until later (24F).
- Ky is in crouching state during recovery.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 70% | 3 | 14 | 7 |
- Hits crouching characters on 24F
- Frame Adv listed is when this attack is standing blocked on 22F
- 4F onwards airborne
Split Ciel
236D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
40 | Mid | 15 | 3 | 15 | -1 | 5-12F Lower Body |
Used to summon Grinders, in combos, and to end blockstrings.
In neutral, Split Ciel (SC) is used to summon Grinders for Durandal Call as quickly and safely as possible. Whiffing a special move may seem bad (and it can be in some matchups), but the threat of a Grinder allows Ky to play a more passive neutral game, and compels the opponent to move around to avoid being caught by Fortified Stun EdgesGuardAllStartup10RecoveryTotal 46Advantage-10. On hit, it will stagger the opponent which can create some gimmicky mix-up and pressure reset opportunities if they're not good at mashing out of stagger.
SC is also Ky's signature Vapor ThrustGuardMidStartup11Recovery35+9 LandingAdvantage-34 loop combo ender: it's the reason he can setup Fortified Charged Stun Edge
GuardAllStartup38RecoveryTotal 69Advantage+14 oki and go for free IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump./empty jump mix-ups.
Ending blockstrings with SC is an option, because it's only -1 on block and leaves Ky with a Grinder to work with. Be careful using it to end pressure when pushed out too far, since it has a decent amount of whiff recovery and can be punished by opponents looking out for it.
Ky's hurtbox shifts as he lifts his foot up during the middle of Split Ciel's startup, which gives it some very niche utility as a counterpoke, such as against Venom 2S
GuardMidStartup6Recovery19Advantage-7 at round start.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 10 | 7 |
- Staggers opponent on hit. Max duration 59F, Frame Adv: +14 to +42
Overdrives
Ride the Lightning
632146H (Air OK) or 632146D (Air OK)
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Ride the Lightning | 36×5 [45×5] |
Mid | 10+1 | 42 | 18 | -22 | 1-15 Full 16-42 Projectile |
Air Ride the Lightning | 36×5 [45×5] |
All | 8+1 | 42 | Until Landing +6 After Landing | 1-9 Full 10-42 Projectile |
Used to end midscreen air combos in a knockdown, as a wakeup reversal, as a reversal in pressure, to confirm from j.S f-shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters., and to end rounds with Burst Overdrive.
Ride the Lightning (RTL) is Ky's signature super, which sends him bolting across the screen surrounded by lightning. It has a lot of invulnerability and can deal high damage, especially in Hellfire state. Its horizontal movement allows it to beat options that would otherwise counter Vapor ThrustGuardMidStartup11Recovery35+9 LandingAdvantage-34 but in the end it's still the same speed as HVT. Ending common midscreen air combos with RTL is a good way to add damage and score knockdowns at times where Ky usually cannot.
RTL is unsafe on block and has Counter Hit recovery, so it's risky to use as a reversal. That said, it can be strangely difficult to punish due to the way each hit of RTL pushes the opponent away. This can be mitigated by Instant Blocking the last hit, but depending on Ky's position the timing changes so it can be difficult.
- Projectile invincible during all active frames.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ride the Lightning | 2 | 10 | 7 | |||||||||||||||||||||||||||||||||||||
Air Ride the Lightning | 2 | 10 | 7 |
632146H:
- [ ] values are for Burst version
- 20% [40%] minimum damage
- Stun: 0
j.632146H:
- [ ] values are for Burst version
- 20% [40%] minimum damage
- Untechable time 36F (72F on CH)
- Will wallstick if opponent hits the wall within 40F from hit
Sacred Edge
236236P
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Sacred Edge | 27×5 | All | 4+3 | Until Corner | Total 36 | +7 | 4-6F Strike |
Sacred Edge (Fortified) | 100 | All | ~+1 | 3 | +6 |
Primarily used in combos.
Sacred Edge is Ky's preferred Overdrive for using Tension to add damage to combos anywhere on the screen. Because Overdrives don't trigger a Tension gain penalty like Roman Cancels do, Ky can regain quite a bit of the Tension spent just by successfully completing the combo. Though Sacred Edge is a strong projectile that is plus on block, it is mostly used in combos-- in other cases, Stun EdgeGuardAllStartup10RecoveryTotal 46Advantage-10 and Charged Stun Edge
GuardAllStartup38RecoveryTotal 69Advantage+14 accomplish nearly the exact same things and don't cost 50% Tension.
Fortified Sacred Edge wall sticks the opponent in the corner on hit, which creates new high-damage combo opportunities.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sacred Edge | 2 | 3 | 6 | |||||||||||||||||||||||||||||||||||||
Sacred Edge (Fortified) | 4 | 20 | 15 |
236236P:
- 20% minimum damage
- On air hit untechable for 30F, knockdown on CH.
236236P Grinder:
- 20% minimum damage
- Untechable time 40F (80F on CH)
- Will wallstick if opponent hits the wall within 40F from hit
Instant Kill
Rising Force
During IK Mode: 236236H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
DESTROY | All | 9+12 [5+12] |
4 | 30 | -17 | 9-24F Full [5-20F Full] |
A nice and fast Instant Kill, which has its uses in specific IK setups when Conclusion Conditions are met.
- Uses animation and hitbox of 3H.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 14 | 6 |
- [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
- IK Mode Activation: 51F [5F+5F]
