Ky Kiske is a balanced, straightforward character with a tool for every range and situation.
He performs best at midrange with a variety of useful pokes, but Ky has tools at every range thanks to his Stun EdgeGuardAllStartup10RecoveryTotal 41Advantage-5 projectiles. He uses his fast, long f.S to harass his foes, and rounds out his neutral game with 2S, 5H, 2K, and 2D. Experienced Ky players can cancel into Stun DipperGuardLow, MidStartup8Recovery26Advantage-15 to secure knockdowns from afar. Frustrated opponents that jump at Ky will find themselves dealing with his above-the-knees invulnerable 6P and very tall 2H. When Ky is farther from the opponent he can use Stun Edges to harass, either covering his approach or playing keep away.
After getting a knockdown, Ky safely sets up 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. using Charged Stun EdgeGuardAllStartup43RecoveryTotal 68Advantage+18, 3H or j.D, then applies strong blockstring pressure, lacing together low attacks, frame traps, throws, and pressure resets with 6H, 6K, and powerful Force Breaks (FBs) to wear the enemy down.
To turn the tide, Ky can use Stun Dipper to slide under attacks and score knockdowns, utilize his overhead Greed SeverGuardHigh/AirStartup18Recovery5+11 after landingAdvantage-14, or gamble with his reversal, Vapor ThrustGuardMidStartup11Recovery30+13 after landingAdvantage-33. Ky can rapidly switch between keeping the opponent away and applying pressure.
Ky's balanced moveset has a tool for every situation, although he lacks specialization in any one role and can be locked out by specialist characters. While some are quick to assume Ky is a painfully basic character, he has many tricks in his arsenal that round out his game plan.
Ky Kiske Ky Kiske is the resident "shoto" of Guilty Gear, with a balanced toolkit and answers for almost every situation.
- Well Rounded and Well Ranged: Ky has plenty of normals with range, speed, and good frame data + versatile projectiles and traps make Ky effective up close, far away, and everywhere in between. Ky is also consistent in his ability to score knockdowns and establish advantage after winning neutral.
- Strong Pressure: Ky has a large list of pretty solid mixup tools—including 5K, j.S, j.D, j.214D, and Greed Sever, as well several tools to enforce frame advantage—such as 3H, Charged Stun Edge, and Lightning SphereGuardMidStartup6Recovery4Advantage+8. Paired with his open gatling table he can keep the opponent guessing and crank their Guard Gauge.
- Space Control: Ky has a suite of excellent pokes to help him control space, such as f.S, 2D, and 5H. He can reactively punish jumpins with 2H or control the sky with the disjointed j.S and j.HS. His infamous Stun DipperGuardHigh/AirStartup18Recovery5+11 after landingAdvantage-14 is an incredibly fast low that knocks down with proper spacing, while Greed SeverGuardLow, MidStartup8Recovery26Advantage-15 is a fast swipe that can cut approaching enemies out of the sky.
- Tricky With Meter: Ky's FRCs and FBs are versatile, with them he can establish pressure, create combos, enhance mix ups, make himself safe, and more.
- Linear At Range: Ky's versatility is outclassed by most other projectile characters and characters with long range pokes.
- Trouble Keeping Pressure On: Ky's pressure is not flawed in and of itself, but keeping on the opponent requires resets, usually some meter, and usually leaves points for certain characters to confidently steal a turn.
- Low Average Damage: Ky's typical combo starters prorate heavily and converting into his high damage routes often requires several conditions such as meter and corner positioning.
- Meter Dependent: much of Ky's gameplan is locked behind having at least 25% meter for FRC or Force Break. Similar to their problem keeping pressure on without meter, Ky can even struggle to deal damage or play neutral without a roman cancel on deck.
Normal Moves
5P
A well-rounded jab. Ky generally has better options for most situations but you can set up frame traps, bait Bursts, and anti-air with it.
- Good vertical range.
- Nice backup anti-air when 6P would fail (like if you were crossed up).
- Gatlings into any other attack.
Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 3H, 5D, 2D
5K
Ky's main normal for okizeme and low mixup. Super fast, active for a long time, and hits low.
- Hits surprisingly high up.
- Active enough to catch backdashes.
Gatling Options: 6P, 6K, c.S, f.S, 2S, 5H, 2H, 3H, 5D, 2D
Additional Frame Data: Initial prorate 80%.
c.S
A versatile attack that's usually the midway point in a gatling string. By the time you use this in a string you can hit confirm and combo, or cancel into a jump, or another normal on block. c.S is also used a lot in combos or as a punish starter due to its speed and many cancel options.
- Lots of options on hit or block.
- Hits really high up, so it works as an anti-air.
- Preferred normal to throw option select with.
- Preferred normal to Jump Install in specific combos.
- Long hitstun on CH, enough to combo into 3H.
- Often used to frame trap due to its high reward on CH.
Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 3H, 5D, 2D
f.S
A long reaching normal best used to space out your opponent from medium to far range. Usually cancelled into 2S or Stun Edge, depending on range. It's recommended to be careful using it against characters who have low profiling moves such as Stun Dipper and Grand ViperGuardLow×7, MidStartup17Recovery37Advantage-21 along with Zappa's run and Faust's crouch walk.
- Extends hurtbox significantly
Gatling Options: 6K, 2S, 3H, 5D, 2D
5H
Hits decently high up and has a small hurtbox, so it sees use as a combination poke + anti air. Typically used to end blockstrings at frame advantage, or delay cancelled into Stun Dipper to end a combo. Sometimes cancelled into 6K to reset pressure, but this can be risky on whiff. Being a level 5 attack, it's also a good normal to cancel into Greed Sever with a minimal gap.
- Slightly shorter range than f.S but hits higher up and doesn't extend Ky's hurtbox as far.
- Heavily increases Guard Gauge.
- Ky's best raw starter.
- Preferred normal to loop airborne CH's when comboing with a flashing Guard Gauge.
Gatling Options: 6K, 5D, 2D
Additional Frame Data: Staggers on ground CH (max 47F).
5D
A long range overhead cancellable from a lot of normals. Unsafe on block, but the opponent might have some trouble punishing it if used further away. On hit, you can do a simple Dust combo or go for harder, more optimal Impossible Dust combos.
6P
Ky's go-to anti-air, and a good combo starter on Counter Hit. This is generally used instead of 2H when you're specifically reacting to a deep jump in, since it is fast and has invul. Often cancelled into c.S for safety in the event of a clash or to hit confirm.
- Its invul can be used to beat some defensive options, such as DAA, or Vapor Thrust.
- Often used as a frame trap due to high reward on CH.
- Sometimes used to start 6H loops on CH from very close hits.
Gatling Options: 6K, c.S, f.S, 2S, 5H, 2H, 6H, 3H, 5D, 2D
Additional Frame Data: Blows back opponent on CH (untechable for 56F on ground hit, air hit for 28F). Initial prorate 90%.
6K
A slow attack used to extend blockstrings and combos. Often canceled into from c.S. On hit, you can link a 2P or 2K for an extended combo. On block, you're at advantage. It's a vital normal to get Ky closer to the opponent for Lightning Sphere and Stun Edge FRC combos. Also used to knock airborne opponents down, mostly in corner S Javelin combos.
- Moves Ky forward.
- 0 on IB.
Additional Frame Data: Puts opponent in blowback state on air hit (untechable 25F).
6H
Level 6 attack. Used often in blockstring pressure and in powerful wall bounce loops. Outside its main uses, it's a huge attack that occasionally works as a haymaker in neutral.
- Staggers on ground hit, wall bounces on air hit.
- Long cancel window.
- Heavily increases Guard Gauge.
Gatling Options: 6K, c.S, f.S, 2S, 5H, 2H, 5D, 2D
Additional Frame Data: Staggers opponent on ground hit (max 50F). Wall bounces opponent on air hit (untechable for 45F). Blockstun 22F on standing block.
3H
A powerful attack for okizeme when you have enough time to use it. Ky's slowest grounded normal other than 5D, in exchange for being ultra plus on block and option selecting most reversals when timed correctly.
The Option Select works because 3H's recovery is extremely fast (only 3 frames). If you use it at the correct okizeme timing, you can hit the opponent with the last couple of active frames if they blocked, and recover in time to block if they did an invulnerable attack. This technique becomes more difficult the faster the opponent's reversal is, since the safe window shrinks. For example, against Sol it's a 1F window to correctly bait his H DP and have the second hit of 3H connect, because it has only 5F of startup. Against Ky you have a much larger window due to his Vapor Thrust having 11F of startup. Will not OS reversals that are 4F or faster.
- Forces opponent into crouching state on hit.
- Heavily increases Guard Gauge.
- The 2nd hit is a common target for SB. Though this will negate Ky's absurd frame advantage, he is still safe.
2P
Ky's fastest normal, making it a great combo tool for making links as stable as possible, setting up tick throws and frame traps, and for mashing out of pressure.
- Though this is his fastest normal, 2K may be the preferred link in certain situations where its superior range is necessary.
Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 3H, 5D, 2D
Additional Frame Data: Initial prorate 80%.
2K
A fast, low risk poke in neutral, especially when dashing in.
- Has very good range for its speed.
- Being low to the ground avoids airdash attacks.
Gatling Options: 6P, 6K, c.S, f.S, 2S, 5H, 2H, 3H, 5D, 2D
Additional Frame Data Initial prorate 70%.
2S
A superb, low risk neutral tool for spacing the opponent out and ending pressure at range. Covers a lot of options that Ky's standing pokes lose to, including very low-profile moves such as Sol's Grand Viper and 2D. Often cancelled into Stun Edge on hit or block, or layered with a 2D input to combo into a knockdown at closer ranges.
- Quite a disjointed hitbox.
- Being low to the ground avoids airdash attacks.
Gatling Options: 6K, 5H, 2H, 3H, 5D, 2D
2H
A huge anti-air that can also be used as a poke to cover many options in neutral at once. Because it's a bit slow and has no upper body invulnerability, it's usually used as a preemptive anti-air to beat airdashes and stop the opponent from jumping out of pressure. On block it's very safe since it can be jump canceled. The recovery on this move isn't insignificant, but it's quick for what it is.
- Pulls in on air hit.
- Launches on Counter Hit.
Gatling Options: 5D, 2D
2D
Used in combos to knock down into okizeme and at the end of blockstrings to disengage using a jump cancel. Cancel into Stun Edge FRC, Sacred Edge, or Lightning Sphere to extend combos or reset pressure.
- Hilariously long active frames
Additional Frame Data: Initial prorate 85%.
j.P
A fast airborne poke. It has somewhat short range and doesn't hit below Ky so it isn't very good for hitting an opponent under you. Used while rising to check the opponent or to interrupt something. Usually canceled into from better jump ins like j.S.
- Cancels into j.D to start tricky mixup situations.
- Burst safe.
Gatling Options: j.P, j.K, j.S, j.H, j.D
j.K
A big air poke used to stuff moves from far away. Great in general for air-to-air fights.
- Crosses up.
- Not jump cancellable, so cancels into j.P or j.S for air combos.
- Cancels into j.D to start tricky mixup situations.
Gatling Options: j.P, j.S, j.H, j.D
j.S
A versatile move. It's a strong jump-in attack, is used in airdash high/low mixups off of Charged Stun Edge FRC, and cross-ups after a Lightning Javelin knockdown. You can also apply advanced F-Shiki mixups off of a deep j.S due to its big vertical hitbox.
- Crosses up.
- Air combo filler.
Gatling Options: j.P, j.H
j.H
A massive swipe that's great for space control, and Ky's go-to landing move, especially when performing a safejump. Cancel into Stun Edge when it's blocked to keep the pressure up. Its startup frames are also useful when doing empty jump mixups, where you would fake it hitting overhead.
j.D
j.D is a unique move. Ky creates an electric cross in the air that hangs in place a moment before exploding, launching on hit and even higher on counterhit. It's often used for okizeme to encourage the opponent to block, and in tricky crossup mixups after a solid knockdown. It can also be used in neutral to cover yourself from both air and grounded approaches, or be chained into from j.P and j.K to set up mixups, but it can be risky to use in these ways due to its long startup and high amount of landing recovery.
The landing recovery for j.D will be applied even if Ky airdashes or does another attack in the air afterwards - unless Ky does a double jump, in which case he can land normally.
- Stops Ky's air momentum on use.
- Remains even if Ky blocks, but disappears if Ky is hit.
- Hard to hit short characters like Zappa and Faust.
Additional Frame Data: Floats opponent on ground hit (untechable for 28F). Floats opponent higher on CH (untechable for 46F). Ky is in CH state until 16F. Is a projectile. If j.D makes contact with another projectile, j.D's hitbox immediately disappears. Cannot perform a second j.D until first disappears.
Universal Mechanics
Ground Throw
A basic throw, but vital nonetheless. Option Select offensively with c.S, or defensively with 6P. FRC just as Ky's sword hits the ground for a combo to make your mixup more punishing.
Additional Frame Data: Knocks down. Forced prorate 50%. FRC timing 59~60F.
Air Throw
Air throw that wallbounces in the corner, link with 2P for a combo. Option Select with j.P or j.K for safety.
Additional Frame Data: Wall bounces opponent on hit (untechable for 60F). Forced prorate 50%.
Dead Angle Attack
While useful in a pinch, Ky has a lot of defensive options you should consider using before committing to this unsafe guard cancel.
- Uses 6P's animation.
- Wallbounces in the corner.
Additional Frame Data: Wall bounces opponent on hit (untechable for 28F). Initial prorate 50%.
Special Moves
Stun Edge
236S/H
A fast, single hit projectile. Good for controlling space. FRC to force your way in at neutral, reset pressure, or in difficult optimal damage combos.
- The S version comes out very fast and recovers quickly.
- Good harassment tool for ending blockstrings and cancelling from f.S or 2S.
- Opponents can Instant Air Dash over it to punish continued use.
- FRC point can be used to continue pressure on block, combo on hit, and bait air dashes.
Additional Frame Data: Untechable for 18F. Ky is in CH state from 1~21F. FRC timing 22~23F.
H Stun Edge moves faster, but has longer startup and recovery. It's good in neutral situations and in combos where the S version doesn't work.
Additional Frame Data: Untechable for 20F. Ky is in CH state from 1~24F. FRC timing 25~26F.
Charged Stun Edge
236D
A large 3-hit projectile that excels on okizeme, allowing free mix-ups when opponents are forced to block it.
- Travels nearly fullscreen.
- FRC point can be used to create opportunities in neutral, or set up high/low mixup on okizeme.
- Jumping immediately after an FRC makes the projectile follow Ky into the air, controlling a large amount of space. Input forward for a moment before jumping to cancel the follow effect.
Additional Frame Data: Untechable for 20F. Hitstop 7F. Can cancel into followup (Lightning Sphere) from 9~27F. FRC timing 31~32F.
Air Stun Edge
j.236S/H
A fast, single-hit projectile fired at the ground. Good for controlling space. You can mess with your landing timing by firing this off as opponents try to anti-air you. FRC to force your way in, escape bad situations, and set up airdash high/low mixups.
- S version goes at about a 30 degree angle.
- Significant landing recovery.
- FRC restores air options.
Additional Frame Data: Untechable for 18F. Ky is in crouching state during landing recovery. Has a minimum height requirement. FRC timing 16~18F.
The H version is better used to harass the opponent in neutral, or in combos due to its longer hitstun.
- H version goes at about a 60 degree angle.
- Significant landing recovery.
- FRC restores air options.
Additional Frame Data: Ky is in crouching state during landing recovery. Has a minimum height requirement. FRC timing 14~16F.
Air Charged Stun Edge
j.236D
3-hit projectile, much like the ground version. Travels at about a 30 degree angle like S Air Stun Edge, preventing opponents from getting under it. Useful against Faust, who can crouch under ground 236D.
- FRC point does not reset your jump options like the Air Stun Edge FRCs do.
- FRCing can cause the projectile to change directions to face the opponent.
- The infamous "shtkn strat" j.236D FRC negative edge a j.236H! If you do this right, Ky will effectively do 2 air fireballs that cover a big part of the playing field.
- While you won't do much damage off this, You can use it to keep the opponent away and catch unsuspecting enemies that try to air dash or jump at you.
Additional Frame Data: Untechable for 25F. Ky is in crouching state during landing recovery. Hitstop 7F. Has a minimum height requirement. FRC timing 21~22F.
Vapor Thrust
623S/H (Air OK)
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air Faultless Defense Low: Low or air FD Mid: Any ground block or air FD |
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. | RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. | On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. | Invuln | Level |
---|---|---|---|---|---|---|---|---|
623S | 32 | Mid | 9 | 3 | 32+13 after landing | -34 | 1~8F All | 3 |
623H | 36 | Mid | 11 | 4 | 30+13 after landing | -33 | 1~10F All 11~15F Strike |
3 |
j.623S/H | 32 | All | 11 | 3 | Until landing+13 | 1~10F Strike | 3 |
Vapor Thrust is an invulnerable attack with a wide arc that hits on both sides of Ky. Poor when used on wakeup, since it's somewhat slow and easily whiffs on opponents doing low attacks, but useful as an an anti-air and in pressure.
- S version isn't invulnerable to the first active frame, so it may trade with the opponent's attacks.
- Long launch and untechable time on counter hit for better reward, making it an ideal anti-air.
- Launches the opponent higher than H Vapor Thrust.
Additional Frame Data: Ky is airborne from 9F onwards. Floats opponent on hit (untechable for 50F). Initial prorate 80%. Can cancel into Lightning Javelin from 16~29F.
- H version's invul extends into active frames, which means it's Ky's actual reversal.
- Launches the opponent lower than S version.
Additional Frame Data: Ky is airborne from 11F onwards. Floats opponent on hit (untechable for 45F). Initial prorate 80%. Can cancel into Lightning Javelin from 17~31F.
- Air version mostly sees use as a combo filler.
Additional Frame Data: Floats opponent on hit (untechable for 45F). Can cancel into Lightning Javelin from 15~33F.
Lightning Javelin
Vapor Thrust -> S/H
A follow-up to Vapor Thrust, primarily used for combos. Can also be used as a last ditch attempt to avoid being DP punished, but leaves Ky in CH state.
S version blows the opponent away and downwards.
- Causes wallstick and can be used for combos near the corner or to push the opponent towards the corner from midscreen.
- Recovers faster than H version, doesn't bounce Ky as high up.
- Since Lightning Javelin can be performed even on whiff FRC point can make Vapor Thrust safe.
Additional Frame Data: Wallsticks opponent on hit (untechable for 62F, sticks for 32F). Ky is in CH state until landing. FRC timing 24~26F.
H version blows the opponent away directly to the corner and wallbounces.
- Used to either combo the opponent midscreen or to knock down. The wallbounce leaves the opponent right next to Ky, allowing for a setup.
- Recovers slower than S version, bounces Ky higher up.
- Since Lightning Javelin can be performed even on whiff FRC point can make Vapor Thrust safe.
Additional Frame Data: Wallbounces opponent on hit (untechable for 65F). Ky is in CH state until landing. FRC timing 27~29F.
Stun Dipper
236K
A fast sliding low that can go underneath many attacks. Often used to end combos and as a risky last chance jump catch. Commonly RC'd to make it safe or to continue a combo. Be wary that the 2nd hit does not always combo from the 1st hit. This is distance dependent, because Ky slides a fixed distance before the slash. However, if the 1st hit is a counter hit, the 2nd hit is guaranteed to hit them.
- FRC point at the end of the slide.
- This is a great way to force opponents to deal with a mixup since afterwards, you can run up throw, run up continue pressure, run up overhead, etc.
- A lot of opponents like to burst on this move, using FRC will recover in time to bait and punish.
- Another gimmicky use is to do Stun Dipper FRC into Greed Sever for an overhead which which can surprise first time victims, but they'll catch on pretty quickly.
Additional Frame Data: 2nd hit knocks down opponent on hit. FRC timing 24~26F.
Greed Sever
214K
A large overhead that ground bounces the opponent on hit, useful for much more than just high low mixup. Though it's an okay mixup tool, it really shines when you use it early at a safe spacing to catch jumps, lows, air dashes and other neutral options. It's also good for beating answers to Ky's pressure that aren't fuzzy block or simply blocking, especially if they're trying to poke out of your pressure.
- Though it starts up fast (18F), it doesn't hit crouching opponents until later (roughly frame 24, earlier on larger characters).
- Loud and obvious visual/audio cue, so it's harder to hit than its startup implies.
- Can hop over low hitting moves and even low projectiles like Sol's GunflameGuardAllStartup21RecoveryTotal 50Advantage-3.
- Crosses up if done at point-blank range.
- On CH, it floats opponents higher and is completely untechable, opening up more combo routes.
- Often made safe with RC > 2P
Additional Frame Data: Initial prorate 85%. Ground bounces opponent on hit (untechable for 40F). Floats opponent higher and fully untechable on CH. Ky is in crouching state during landing recovery. Startup to hit a medium sized crouching opponent is 24F (tested on Sol), startup to hit a large sized opponent is 21F (tested on Potemkin).
Lightning Strike
222H when opponent is knocked down
A finishing strike of lightning, used for squeezing a bit more damage out of short combos, or long combos with FRC in exchange for losing strong okizeme.
- Normally the damage dealt is minimal due to damage scaling, but it can be used after short combos that end in knockdown to make it worth the sacrifice in oki.
- Can whiff if input too late, in which case you are stuck in recovery for a quite a while.
- FRC point to continue a combo after knockdown.
Additional Frame Data: Removes OTG status on opponent on hit. Ky is in CH state during move. Hitstop 0F. Can only perform when opponent is knocked down. FRC timing 14~16F.
Force Breaks
Lightning Sphere
Charged Stun Edge -> 4D
A powerful attack that's performed during the startup of 236D. Great in neutral for suddenly filling the space in front of you, in blockstrings for resetting pressure, and in high damage combos. Commonly used after 6K to confirm into a combo or reset pressure. Often you can catch an opponent reacting to the startup of 236D and attempting to jump over it with this attack.
- Vacuums opponent.
- Must be blocked with FD in the air.
- Can be cancelled into Charge Drive.
Additional Frame Data: Untechable for 25F. Hitstop 7F. Total length 43F. Can cancel into followup (Charge Drive) from 30~36F.
Charge Drive
Lightning Sphere -> 46D
Finishing blow followed up from Lightning Sphere. Deals a high amount of stun and blows the opponent away. Wall Sticks in the corner, allowing a short follow-up combo.
Additional Frame Data: Forced prorate 70%. Wallsticks opponent on hit (untechable for 80F, sticks for 60F).
Stun Raising
j.214D
An exceptionally powerful version of Ky's j.D that lasts a long time and remains active even if Ky gets hit. It can be used to set up a wall to keep the opponent away in neutral. Setting it for okizeme severely limits the opponents wakeup options and will launch on hit, starting combos.
- Must be blocked in the air with Faultless Defense
- Be sure to space it correctly (or be in the air) when the opponent wakes up in order to avoid being thrown.
Additional Frame Data: 22F hitstun on standing hit. Untechable for 40F. Floats opponent on CH (untechable for 62F). Ky is in CH state until 15F. Hitstop 6F. Has a minimum height requirement. Projectile guaranteed to appear after 12F.
FB Greed Sever
214D
A version of 214K with low invul and a bit of startup invul.
Useful for punishing lows, discouraging movement, or as a gimmicky reversal option. On hit, combo into 222H, and optionally FRC to squeeze more damage out of the combo. Launches on Counter Hit for a combo, but it can be hit-or-miss which attacks it will counter hit. As a reversal option, it's great for beating moves that option select 623H, since these are typically lows.
Additional Frame Data: Initial prorate 80%. Knocks down opponent on air hit (untechable for 44F). Ground bounces opponent on CH (untechable for 43F). Ky is airborne from 5~20F. Ky is in CH state during move.
Overdrives
Ride the Lightning
632146H (Air OK)
An expensive reversal and combo tool that has limited uses. It starts up exactly as fast as 623H, so it's a bit slow, but it moves horizontally rather than vertically so it will beat many options that are used to beat 623H. If TK'd, this move can be used in combos against airborne opponents.
- Invulnerable only through the startup and bit into the actual attack, will not move through projectiles.
- The aerial version can be used in combos if done as a low air juggle.
- FRC is good for staying safe on block or starting combos, but this is an expensive tactic at 75 meter + tension cooldown.
Additional Frame Data: Floats opponent on hit (untechable for 36F). Ky is in CH state during move. Hitstop 6F. Dizzy modifier x0. FRC timings: 53~56F ground version, 50~53F air version.
Sacred Edge
236236P
Usually used to add damage to combos. A common route is to use it after 2D. It's very plus on block which can allow you to reset pressure, but the meter cost is significant.
- While it is +13 on block, it's more meter efficient to use Lightning Sphere or Stun Edge FRC to reset pressure.
- 2D > 236236P is a bit character and distance specific, it isn't a totally stable combo.
- On some characters and distances, you can link 6H after.
Semi-Unblockable Glitch: Perform a Charged Stun Edge > FRC > Sacred Edge. The CSE will continue to go forward during SE's super flash. If the opponent is not blocking pre-superflash, the CSE will hit them (assuming they are within range). This trick is rarely used.
Additional Frame Data: Untechable for 30F. Hitstop 0F. FRC timing 13~14F.
Instant Kill
Rising Force
During IK Mode: 236236H
Ky's Instant Kill is actually pretty fast and far-reaching. This makes it exceptionally useful (by IK standards, anyway) if you are able to stun your opponent or if you are fighting ABA and force her into Suka MotionGuardStartupRecoveryTotal 52Advantage-.
Additional Frame Data: IK mode activation time 46F.
Colors
To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
- Only selectable on the Arcade and PC-Rollback versions of the game.
- Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.
External References