|Lore:||By the age of 16, he was promoted to the rank of Captain within the Sacred Order of Holy Knights. Althought the Order was disbanded after the Crusades, he continued his life of public service by entering the International Police Force. During this time, Ky truly believe that the ideal of justice encompasses all being equally. However, during the Second Holy Order Selection Tournament, his encounter with Justice made him questioned his own unwavering belief of righteousness.|
|Ky is a well well rounded character with an exceptional instant kill attack.|
How to Read Frame Data
- A quantification of how a character's health bar is reduced when they are hit.
- The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
- Guarded against while crouching
- Guarded against in either the crouching or standing state, but not while airborne
- Guarded against in the standing state
- Guarded against while crouching, standing, or while airborne
- Cannot be guarded against, but only applies to grounded opponents
- Cannot be guarded against
- The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
- The active frames of an attack refers to the amount of time an attack can hit the opponent.
- The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking.
- A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- No results
Really bad jab. 9f startup makes it too slow to use like a normal jab and the rest of its frame data isn't winning any awards. Its hitbox isn't big compared to the rest of Ky's normals. Don't bother.
Low kick that isn't a low. Has similar frame data to 5P, but even worse recovery/frame advantage. Has a bit of disjoint, but Ky has better pokes.
c.S with an abormally large activaation window. That's a good thing, because this move's hitbox is an impressive disjoint and it's a good infinite starter. Has identical startup to 5P and 5K on top of its bigger hitbox, giving you another reason to not use those moves.
Ky's signature long-ranged poke. Gigantic as always, and safe if charge cancelled. Just like later games, it extends your hurtbox significantly. Don't whiff it.
Ky's classic 6/3H. Still as ridiculously + on block as ever, even when not charge cancelled. Moves Ky forward from his origin a lot, making it deceptively long-ranged. Can only be comboed into from c.S, making it less preferred when going for infinites.
- Air Unblockable
Decent anti-air option with a good hitbox. Not upper body invincible, so it's liable to trade or clash, but it has a somewhat good disjoint. Poor horizontal range.
Tied for your fastest normal, and its greater horizontal range and lower recovery than 6P makes it better for abare.
Outclassed by 2P and 2S. 2P is safer on whiff if you want to mash a low option, and 2S is faster and longer-ranged if you want a poke. Not recommended.
Tied for your fastest normal at 6f, which is very fast given its size. Very solid poke due to its speed and range. Massive recovery, so don't whiff and remember to cancel it into something else.
Big anti-air normal with a nice hitbox, but can be blocked in the air. Completely disjointed, so it'll beat or clash with any air button from the right range. Good to use if the opponent is too far away horizontally for 6P to hit, or if you want to beat out their IAD, although the longer startup makes it somewhat difficult to use on reaction.
Too slow to be used as an air to air. Not sure why you'd use this.
Big and fast air-to-air. Covers a lot of horizontal distance very quickly, but its fully jointed.
Incredibly good jump in, possibly the best in the game. The move is technically a projectile that appears below Ky, making it heavily disjointed. Even the biggest, most disjointed anti-airs will struggle to contest it. Also for some reason it has a pair of hurtboxes around two character lengths behind Ky that can be hit, although this is difficult and mostly irrelevant.
Another gigantic, disjointed aerial. A bit faster and a lot bigger horizontally than jS, but with more recovery. Still very hard to contest with most anti-airs if spaced, although it's not quite as disjointed. Slightly worse as a jump-in but otherwise better in every aspect.
S+H or j.S+H
Ridiculously fast, fully disjointed dust. Not usable for mixups due to being a mid. Would be an amazing punish starter if this wasn't a game with infinites.
6H or 4H
A uniquely good throw. Sends at a very low angle, which means that even if you tech, you'll be in the perfect position for Ky to continue pressuring you. Adds a good, unblockable threat to up-close pressure.
Standard dash attack. Very + on block, which is nice.
P+K > 236X
Best instant kill in the game. It's big, fast, unpunishable on whiff, anti-airs, and most importantly, it loops into itself with no chance of escape outside of reversals. This gives Ky one of the best win conditions in the game, only needing to hit his instant kill once as long as he has the life lead.
236S or 236H
|Stun Edge||9||All||15||Until contact||26||-4||+1||none|
|Stun Edge Level 2||22||All||15||Until contact||28||-6||-1||none|
|Stun Edge Level 3||16x5||All||15||Until contact||58||-35||-30||none|
Ky's classic fireball. Covers the space in front of Ky pretty well.
The Level 2 version is similar to the original, but noticeably bigger and over twice as damaging. Considering how fast Ky can charge, he gets frequent access to this.
The Level 3 version is absolutely massive, does extreme damage, and has up to five hits. It's horribly unsafe point-blank, but at far ranges, it's a great space control tool. Can be used with the dashbug for unique and poweful pressure situations.
Aerial Stun Edge
Fires at a downward angle. Doesn't have higher-level versions, so it can be useful if you want to save your charge for whatever reason. Its pretty wide hitbox makes it good for space control. Can be used to stall in the air but it's not great at it.
623S or 623H
|S Vapor Thrust||5,12||All||6||14||32||-34||-28||Full 1~5; Above Knees 6~9; Above Thighs 10~13; Above Waist 14~24|
|H Vapor Thrust||5,12||All||6||14||46||-48||-42||Full 1~5; Above Knees 6~9; Above Thighs 10~13; Above Waist 14~31|
The S and H versions are almost identical. However, the H version travels a little further and has more invuln in exchange for more recovery. Generally you'll want to stick to the H version since it launches the opponent farther away. Stronger opponents will be able to tech the S version fast enough to punish it on hit.
- Not a real reversal: Ky's feet become vulnerable during the first active frame
- Good anti-air hitbox that jump-ins can't contest, in addition to generous upper body invincibility
- Air blockable and very unsafe, making it risky as an anti-air
Aerial Vapor Thrust
j.623S or j.623H
|5,12||All||6||14||Until Landing +12||N/A||N/A||Full 1~5; Above Knees 6~9; Above Thighs 10~13; Above Waist 14~24|
Vapor Thrust, but in the air. You can't get a knockdown off air combos with this, like in later games. Ky also has safer ways to win the air-to-air war, as it's easier to tech and punish than the grounded version.
|11,14||Low, All||19||Variable,12||13||-16||-14||really low profile during first hitbox; less low profile during second hitbox|
Low profile doesn't start until the 19th frame, making it considerably worse for sliding under things than in later games. Does decent damage, but doesn't combo into itself from too close. Also notably - on hit if they tech. Just generally not that useful.
Really fast overhead with a lot of range and big damage. Would be a great mixup tool if it wasn't massively - on hit, but that is unfortunately not the world we live in. Part of the recovery is grounded, so you can get punished with an infinite.
Ride the Lightning
A super with some good aspects, but a lot of issues.
Let's start with the good. It's very damaging, with each individual hit dealing significant damage. It's also air unblockable, unbelievably big, and relatively fast, making it usable as an anti-air to close out rounds.
Now onto the bad. The super doesn't combo into itself properly if your opponent knows to tech it:
- There's a 16f gap between the first and second hits.
- There's another 19f gap between the third and final hits.
- Both of these give your opponent enough time to jump/airdash out of the way of consecutive hits.
Even if your opponent doesn't know about these gaps and only techs the final hit, you're still - on hit. This makes it a death sentence unless any one hit will kill.
These gaps are also present on block:
- The gap between the first and second hits is relatively small, and only characters with very fast normals/dps can capitalize on it. Even then, doing so is difficult.
- The gap between the third and final hits is gargantuan, with plenty of time to mash out and punish you.
Even if they block the whole thing, you're still very - and right on top of them.
Oh, and you're counted as grounded during the recovery, so the punish is most likely an infinite.