Overview
Ky is a versatile and consistent character who possesses many moves with good speed and range. His varied move set makes him comfortable at any range, but he excels in mid-ranged neutral.
Where Ky's neutral shines is in its versatility. He uses his far-reaching f.S and 2S to check opponents at mid range and complements them with his 6P or 6H, all of which have disjointed hitboxA particular type of hitbox that has no nearby associated hurtbox, enabling attacks to have certain areas that cannot be hit by an opponent's attacks in return.es, good reach and/or good frame data. 5K and 2D are lows for close range poking with many active frames. Frustrated foes that approach him carelessly can be intercepted by his strong space control tools and anti-airs. At longer ranges, Ky can use Stun EdgeGuard:
AllStartup:
13Recovery:
Total 46Advantage:
-15 to contest zoning or apply Shock State, albeit with high risk and low damage. He can take more risks by using Stun DipperGuard:
Low, AllStartup:
5Recovery:
26Advantage:
-15 [-10] as a quick low profileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. poke if he has meter to make it rewarding on hit and safe on block, or Foudre ArcGuard:
AllStartup:
24Recovery:
6Advantage:
-2~+6 [+5~+12] to occasionally hard callout jumps or backdashes.
On the offensive, Ky is most notable for his safe OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. with his Charged Stun EdgeGuard:
AllStartup:
39Recovery:
Total 62Advantage:
+22 [+25] and meatyHitting 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. 5K, and basic but rewarding strike/throw with moves like 6H, 2D, and Dire EclatGuard:
AllStartup:
14Recovery:
25Advantage:
-8 [-6]. With Shock State applied, Vapor ThrustGuard:
AllStartup:
13Recovery:
44Advantage:
-38 enables high damage combos in the corner, and with his Ride the LightningGuard:
AllStartup:
8+1Recovery:
99Advantage:
-82 Overdrive, Ky can easily carry opponents to the corner, break the wall and retain pressure while utilizing Positive Bonus to quickly regain the spent meter. Finally, if he gets the right knockdown and/or is close to the corner, he can get strong left/right mix-ups with airdash FDC safe jumps, or good high/low mix with j.D stalling in the air.
Ky's defensive options are varied, including a big but slow meterless DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. in Vapor ThrustGuard:
AllStartup:
11Recovery:
43Advantage:
-33 and his fast, invincible Ride the Lightning. He reliably scores great reward from his 2P abareAn attack during the opponent's pressure, intended to interrupt it. thanks to Dire Eclat providing a hard knockdown with far corner carry and Shock State. Furthermore, his aforementioned Stun Dipper shares the same startup speed as his 5P/2P jabs and is a highly rewarding abare option specifically when used with Roman Cancel to convert it into a combo on hit.
With his diverse move set, Ky has a tool for every situation and can quickly switch between keeping the opponent away and turning on the offensive.
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Damage Received Mod |
×1 |
Guts Rating |
2 |
Weight |
Normal |
Prejump |
4F |
Backdash |
20/1~5 strike invuln/1~15 airborne |
Fastest Attack |
5P (5F) 2P (5F) Stun Dipper (5F) |
Reversals |
Vapor Thrust (11F/13F) Ride the Lightning} (9F) |
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Pick if you like | Avoid if you dislike |
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Ky's projectiles (except for j.D) and Dire EclatGuard:
AllStartup:
14Recovery:
25Advantage:
-8 [-6] special move temporarily put the opponent into Shock State on contact. Shock State lasts for varying amounts of time based on the move, and can either be used by Ky's specials and Overdrives or removed by the opponent if Ky is hit or Throw Clashes. Hitting an opponent in Shock State with any of Ky's special moves or Overdrives removes the Shock State (or reapplies it) and triggers bonus effects varying from more damage, more blockstun, and better hit effects, allowing for more damaging combos or stronger okizeme. Check the Strategy page for more details.
Normal Moves
StartupThe 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. Frames | |
ActiveThe active frames of an attack refers to the amount of time an attack can hit the opponent. Frames | |
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames | |
RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Frames | |
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames | |
ProjectileIndicates an entity that exists separately from the character was spawned. Usually something like a FireballA projectile which usually travels slowly across the screen in a horizontal path above the ground.. Spawn | |
CancelA window in which to cancel a move. Can be varied in usage. Window |
5P
A quick jab that's useful as a fast anti-air, or in a situation where a 6P input would be crossed up. On airborne opponents, confirm hits by picking up with 2S > 5H. On air block, take advantage of their landing recovery and start pressure.
- Will not hit most crouching characters, and some crouch blocking characters.
Gatling Options: 5P, 2P, 6P, 6K, 6H
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 |
---|---|---|---|---|---|---|
30 | Low | 7 | 8 | 6 | -2 | none |
Excellent normal that can gatling into 2D for a double low sequence that leads to a knockdown and okizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. When using 5K on okizeme, time it to hit as a meaty attackHitting 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. to significantly increase its frame advantage up to +5 on block for stronger pressure and combos. Timing it this way can also be safe against many reversal attempts while still hitting meaty. Due to its long active frames and low recovery, it can be used as a solid poke for close range play.
- Jump and dash cancelable. Earliest dash cancel is -11 on block.
Gatling Options: 6P, 6K, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
70% | 1 | Small | +1 | 750 | 1000 | 300 | 80% |
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 |
---|---|---|---|---|---|---|
42 | All | 7 | 6 | 10 | +1 | none |
Often used to start pressure at close range or as a meaty attackHitting 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. after a knockdown. Its speed, wide variety of gatling options, and mid Counter Hit slowdown also make it a go-to move for punishes. In pressure, it can be both delay canceled, dash canceled, or jump canceled to create frame traps and bait defensive options (such as c.S > 2S). Since it's plus on block, you can follow up with frame traps, go for a reset by dashing up with another c.S or go for a throw.
c.S deals slightly less wall damage if it hits an airborne opponent the frame before they hit the ground. This causes some combo routes to have apparently random wall stick timing.
- Jump and dash cancelable. Earliest dash cancel is -6 on block.
- Ground bounces on air hit.
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
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100% | 3 | Mid | +4 | 2000 | 1000 | 300 | 100% |
- Input Proximity Range: 270
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 |
---|---|---|---|---|---|---|
34 | All | 12 | 6 | 13 | -5 | none |
One of Ky's best mid-ranged pokes alongside 2SGuard:
LowStartup:
10Recovery:
20Advantage:
-8. It boasts good horizontal range with a large disjointed hitboxA 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., and quick recovery. However, its startup is on the slower end for an f.S move and it can be avoided entirely by low profileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. attacks.
As a poke relative to 2S, it has triple the amount of active frames, a disjoint nearly twice as large, and is safer on block. Dashing before f.S carries enough momentum to give it more range than 2S.
It's often canceled into 5HGuard:
AllStartup:
14Recovery:
21Advantage:
-8 (with a natural 1 frame gap) and Stun EdgeGuard:
AllStartup:
13Recovery:
Total 46Advantage:
-15 in pressure, and counter-poking with it to score Counter Hits provides a reliable combo into Stun DipperGuard:
Low, AllStartup:
5Recovery:
26Advantage:
-15 [-10].
- Does not extend its hurtbox until it becomes active and has a large disjoint while active, but has a lingering extended hurtbox during recovery.
Gatling Options: 5H, 2H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -2 | 1500 | 1000 | 300 | 80% |
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 |
---|---|---|---|---|---|---|
48 | All | 14 | 6 | 21 | -8 | none |
A chunky swing that's slower than Ky's S normals, but has a bit more range. Sees lots of use to air juggle during combos, since it pops them up high enough to combo into a special or Overdrive. Though it is unsafe on block, it can be difficult to punish at max range and is commonly cancelled into Stun EdgeGuard:
AllStartup:
13Recovery:
Total 46Advantage:
-15 when ending pressure. Since 5H deals a lot of hitstun, it is a reliable way to confirm into Stun DipperGuard:
Low, AllStartup:
5Recovery:
26Advantage:
-15 [-10] and Ride the LightningGuard:
AllStartup:
8+1Recovery:
99Advantage:
-82 even on non-Counter Hit.
- Launches vertically on air hit.
- Does not extend its hurtbox until it becomes active and is disjointed while active, but Ky moves his body hurtbox significantly forward during startup and has a lingering extended hurtbox during recovery.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 4 | Large | -5 | 2500 | 1000 | 300 | 80% |
5D
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 |
---|---|---|---|---|---|---|---|
Uncharged | 45 | High | 20 | 4 | 25 | -15 | none |
Charged | 56 | High | 28 | 4 | 25 | -10 | none |
- Uncharged Dust
Universal overhead attack that's pretty fast, and Ky's only grounded overhead besides. It can gatling from 5K, 2K, or c.S for an unsafe mix-up that can be made safe on block or converted into a full combo on hit by using Roman Cancel.
- Charged Dust
- Holding any upwards direction during the hitstop of Charged Dust will perform a Homing Jump:
- Performing a Homing Jump puts the opponent into a unique high damaging air combo state and will cause an Area Shift afterwards, resetting character positions to neutral at slightly farther than round start distance.
- Pressing any attack twice in a row without jump/dash canceling will perform a unique Finishing Blow attack, causing a hard knockdown and leaving Ky at +23 instead of neutral (+-0).
Similar to uncharged Dust but is slow enough for opponents to reliably react to. On raw hit, it results in a very high damage Homing Jump combo. Due to its slow startup Charged Dust is primarily used for juggling during combos to add damage after a Red Roman Cancel launch or Counter Hit c.S, but can also be used for simple punishes on extremely unsafe moves.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Uncharged | 80% | 2 | Mid | 0 | 1125 | 3000 | 700 (900) | 60% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Charged | 100% | 2 | Mid | KD | 1875 | 1500 | 0 (200) | 60% |
Uncharged:
- Wall Damage increases by +200 if opponent is in contact with the wall.
- Floats the opponent on hit, at neutral (+-0) frame advantage.
Charged:
- Wall Damage increases by +200 if opponent is in contact with the wall.
- Soft knockdown (+36) on hit if not cancelled into Homing Jump.
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 |
---|---|---|---|---|---|---|
22 | All | 5 | 4 | 8 | -2 | none |
Ky's go-to fast normal. Good for mashing out of blockstrings, 5f punishes, or starting low-risk pressure. Stagger 2P > 2P to scout the opponent's defensive options, then confirm into 6P > 214S for a hard knockdown on hit.
Be aware that the hitbox is high enough to whiff over various low profileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. attacks.
Gatling Options: 5P, 2P, 6P, 6K, 6H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
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80% | 0 | Small | +1 | 500 | 1500 | 300 | 80% |
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 |
---|---|---|---|---|---|---|
26 | Low | 6 | 4 | 10 | -2 | none |
A kick with a great balance of speed and range. It's a low-risk check in neutral with longer range than 5K, and Ky's fastest low mixup. It's often used to link together combos, such as the OTG pickup after Dire EclatGuard:
AllStartup:
14Recovery:
25Advantage:
-8 [-6], or continue to combo airborne opponents after landing when hitting with an air normal. Often canceled into 2D for a knockdown, or into 6H for combos in the corner.
- 1 frame faster low than 5K.
Gatling Options: 6P, 6K, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
70% | 1 | Small | +1 | 750 | 1000 | 300 | 80% |
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 |
---|---|---|---|---|---|---|
32 | Low | 10 | 2 | 20 | -8 | none |
One of Ky's main pokes, with a great balance of range, speed, and cancel options. Often canceled into 5H (with a natural 1 frame gap) in pressure and combos, and Stun DipperGuard:
Low, AllStartup:
5Recovery:
26Advantage:
-15 [-10] on max range Counter Hits. Can be used to pick up airborne opponents with 2S > 5H juggles.
- Slightly longer range than f.S but a much smaller disjointed hitboxA 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., only near the tip.
- Unlike 5H and 6H the hurtbox starts retracting immediately during recovery, making it harder to whiff punish.
Gatling Options: 5H, 2H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -5 | 1125 | 1000 | 300 | 80% |
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 |
---|---|---|---|---|---|---|
14, 40 | All | 11 | 1,4 | 28 | -13 | none |
Committal anti-air or frame trap when delay cancelled from c.S that can lead to huge damage on Counter Hit. Not so good to swing all the time during neutral, as it extends Ky's hurtbox significantly and has a very long recovery on whiff.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3,4 | Large×2 | +2 | 1000, 1200 | 1000 | 250×2 | 60% |
- Hitstop on ground hit: 16F
- Second hit causes Floating crumple on ground hit: Total 33F (airborne 1~19F, standing 20~33F, can block 28~33F)
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 |
---|---|---|---|---|---|---|
34 | Low | 10 | 6 | 18 | -10 | none |
A sweeping kick that grants a hard knockdown close to Ky, allowing him to start his strong okizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. game. If the opponent is too close to Ky on hit, delay Charged Stun EdgeGuard:
AllStartup:
39Recovery:
Total 62Advantage:
+22 [+25] slightly or it'll pass through their invulnerable wakeup frames. The airborne state and resulting slowdown from Counter Hit 2D leads to Foudre ArcGuard:
AllStartup:
24Recovery:
6Advantage:
-2~+6 [+5~+12] loops for big damage and corner carry.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Large | HKD (+48) | 1125 | 1000 | 300 | 80% |
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 |
---|---|---|---|---|---|---|
34 | All | 9 | 5 | 17 | -8 | 1-3f Upper Body 4-13f Above Knees |
Ky's main anti-air and an all-around strong normal due to its upper body invulnerability. Though it doesn't combo into much besides Dire EclatGuard:
AllStartup:
14Recovery:
25Advantage:
-8 [-6] on non-Counter Hit, it's great for ensuring that whatever is coming from the air has the best possible chance of being beaten. Against grounded opponents, it's invaluable for countering pokes that Ky otherwise finds hard to contest, like Ramlethal's f.S
Guard:
AllStartup:
11Recovery:
21Advantage:
-10 [-13]. When used in combos, 6P is a important cancel from 5P/2P mash into Dire Eclat's hard knockdown.
- Invulnerable above the knees from the startup until the beginning of recovery.
- Launches away on air hit, but leaves standing on ground hit.
- Hard knockdown on air Counter Hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -5 | 1500 | 1000 | 500 | 80% |
- If the first hit of a combo, applies an additional +20 Combo Decay.
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 |
---|---|---|---|---|---|---|
40 | All | 25 | 2 | 11 | +4 | none |
A risky pressure reset with slow startup that's best used after conditioning the opponent to block with frame traps. Relative to Ky's other pressure reset in Foudre ArcGuard:
AllStartup:
24Recovery:
6Advantage:
-2~+6 [+5~+12], 6K does not require Shock State to be plus on block and remains grounded should the opponent call out the startup with a Counter Hit.
- Special cancelable.
- Moves Ky forwards slightly.
- Leaves a gap that can be mash out of.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Mid | +7 | 2000 | 1000 | 300 | 80% |
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 |
---|---|---|---|---|---|---|
52 | All | 15 | 4 | 20 | -7 | none |
A huge swing that's great as a haymaker in neutral or for whiff punishing moves pre-emtively. It has long startup and recovery similar to 5H, but because it hits lower to the ground in comparison it will beat virtually all 6Ps and low profileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. attacks like Sol's Night Raid Vortex
Guard:
AllStartup:
15~31 [32]Recovery:
32 [26]Advantage:
-17.
It leads to great reward on Counter Hit when used in pressure as an auto-timed (4f gap) frame trap from 5K and a manually-timed (-1f gap) one from c.S. On midscreen CH it provides a large amount of corner carry when canceled into Foudre ArcGuard:
AllStartup:
24Recovery:
6Advantage:
-2~+6 [+5~+12], and on any corner hit it leads to Ky's highest damage combo routes with its wallbounce and large CH slowdown.
Ky takes a step forward during the attack, which makes for stronger pressure reset opportunities after opponents have been conditioned into not challenging the threat of CH 6H and Dire EclatGuard:
AllStartup:
14Recovery:
25Advantage:
-8 [-6] cancels.
- Launches opponent away on hit.
- Wall bounces on hit in the corner.
- Combos from 5K/2K on crouching opponents.
- Disjointed hitboxA 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. during the active frames, but Ky moves his body hurtbox significantly forward during startup and has a lingering 13f extended hurtbox during recovery.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Large | KD (+29) | 2000 | 1000 | 500 | 80% |
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 |
---|---|---|---|---|---|---|
20 | High | 6 | 3 | 9 | none |
A fast, short-ranged normal used to interrupt empty Air Dashing opponents and slower air attacks done too close to Ky. Air-to-air j.P can be confirmed easily into j.P itself or other jump moves like j.K or j.S for a combo followup. Gatling Options: j.P
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 0 | Small | 375 | 1000 | 300 | 80% |
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 |
---|---|---|---|---|---|---|
26 | High | 7 | 4 | 8 | none |
Ky's main air-to-air normal. Rising j.K is difficult for a lot of characters to contest due to its quick speed and low recovery. On hit, it can be linked into another falling j.K to bring the opponent down for a ground combo. It can also be canceled into j.D for blockstrings and combos in the corner.
- Air Dash cancelable.
Gatling Options: j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 1 | Small | 750 | 1000 | 300 | 80% |
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 |
---|---|---|---|---|---|---|
32 | High | 7 | 3 | 21 | none |
A well-rounded air slash suitable for both air-to-air and air-to-ground usage, since it is disjointA 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.ed near the tip and its hitbox reaches much farther down than the animation suggests.
When used air-to-air, j.S has more range than j.K, but j.K is generally safer to use in air-to-air situations due to j.S' higher recovery. As it has mid Counter Hit slowdown, j.S reliably converts air-to-air Counter Hits into grounded combo pickups, and with 50% Tension can be confirmed into Ride the LightningGuard:
AllStartup:
8+1Recovery:
99Advantage:
-82 to deal great damage and break the wall even from midscreen due to the long carrying distance of RTL.
j.S also has niche use in blockstrings due to its j.D gatling and air dash cancel. j.S > 66 > j.S can open up opponents mashing throw or expecting Ky to land with a low, but the airdash leaves a large gap which can be punished. Go for it when the opponent is conditioned to block.
- Air Dash cancelable.
Gatling Options: j.H, j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | 1125 | 1000 | 300 | 80% |
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 |
---|---|---|---|---|---|---|
44 | High | 13 | 4 | 23 | +5 (IAD) | none |
Ky's main jump-in normal along with j.S. It also works as an preemptive air-to-air that hits low enough to catch ground buttons at the same time.
Airborne opponents are launched upward allowing for air-to-air combos, or to give Ky enough time to land and convert into a grounded combo.
- Air Dash cancelable.
- Does not cross-up despite the animation.
Gatling Options: j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | +8 (IAD) | 1125 | 1000 | 300 | 100% |
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 |
---|---|---|---|---|---|---|
32 | All | 13 | 6 | 15 | none |
A lightning sigil that stalls Ky's air momentum. Good for making Ky's landing timing unpredictable or as a fairly large disjoint in air-to-air situations. As it's considered a projectile, j.D can intercept most incoming projectiles, but it is not an overhead.
This move is special, jump, and air dash cancellable, making it an amazing combo filler. c.S > j.D > Air Dash is ky's optimal punish combo starter, that leads to wallbreak at midscreen, as one example. It's also useful for converting off air to air normals.
- Launches grounded opponents on hit.
- Considered a projectile.
- Due to its projectile property, Ky don't actually experience regular strike hitstop, making it much more faster into cancels.
- Will often be plus on block when done descending, but otherwise very risky if rising since it whiffs on crouchers.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Very Small | 500 | 1000 | 300 | 80% |
- Clash Level: 1
- Clash Hits: 1
Universal Mechanics
Ground Throw
6D or 4D
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 |
---|---|---|---|---|---|---|
80 | 90 | 2 | 3 | 38 | none |
A critical part of Ky's pressure, granting a hard knockdown on hit and allowing him to start his strong okizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. game. It's occasionally used defensively due to its fast startup, but it's primarily used to open up opponents that have been conditioned into blocking in order to entice them to mash into frame traps.
The hard knockdown is long enough for a Charged Stun EdgeGuard:
AllStartup:
39Recovery:
Total 62Advantage:
+22 [+25] to hit meatyHitting 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., allowing for a mixup and further pressure. It's also a common choice to go directly into a safe jump/empty jump low mix-up using IADAn 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. j.H/2K.
A ground throw can be followed up at any distance with 6H to OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." the opponent, which can slightly increase the meterless damage. Midscreen, this also allows cancelling the 6H into a meaty 236S. In the corner, the OTG 6H can be followed up with another meaty 6H that will frame trap and hit any non-reversal wakeup option that is not blocking (jump, backdash, wakeup button) slower than 4 frames. Against 3 frame moves, the 6H will trade.
- Can throw the opponent either forward or backwards.
- 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
- Ky is in Counter Hit state during recovery.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | HKD (+55) | 2500 | 1000 |
- Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown.
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- R.I.S.C. Loss: 1000
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- Proration: Forced 75%
- Combo Decay on hit: 15.
Air Throw
j.6D or j.4D
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 |
---|---|---|---|---|---|---|
80 | 200 | 2 | 3 | 38+10 Landing | none |
A powerful, but risky tool for countering air approaches and the startup of some attacks. Use it carefully along with 6P, 2H and Foudre ArcGuard:
AllStartup:
24Recovery:
6Advantage:
-2~+6 [+5~+12] to discourage jumping. Keeping the opponent on the ground limits their options and allows Ky to take advantage of his strong grounded normals.
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
- 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
- Ky is in Counter Hit state during recovery.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | HKD | 2500 | 1000 |
- Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown.
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- R.I.S.C. Loss: 1000
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- Proration: Forced 75%
- Combo Decay on hit: 15.
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 |
---|---|---|---|---|---|---|---|
236S | 30 [33] | All | 13 | Until Hit | Total 46 | -15 | none |
DI 236S | 30×2 | All | 13 | Until Hit | Total 46 | -11 | none |
A basic projectile. Stun Edge (SE) is useful against opponents that like to aggressively and preemptively use grounded normals, as Ky can stand just outside their range and fire it off to deal damage and build some Tension. Hitting an opponent with SE may convince them to stop attacking in order to react to it, opening them up for offensive approaches. It can also be used as a blockstring ender after the pushback of 5H and 6H in pressure, as long as that pushback puts Ky outside of the range of the opponent's longest buttons.
Ky is in Counter Hit state for the move's entire duration, the recovery is lengthy, and the projectile can be both low profileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.d and Instant Air Dashed over. For these reasons, carefully consider when to throw it out. It's much safer to use in matchups where the opponent has poor mobility such as Potemkin, or matchups where the opponent has no fast projectile of their own such as
Goldlewis Dickinson.
In Dragon InstallGuard:
AllStartup:
11+1Recovery:
25Advantage:
+4, SE hits twice and is a bit safer on contact. It beats other single-hitting projectiles and deals much more chip damage on block, forcing opponents to spend Tension on Faultless Defense or avoid the projectile entirely.
- Applies Shock State to the opponent for 180 frames on contact.
- [ ] values refer to hitting an opponent already in Shock State.
- Projectile immediately disappears if Ky is hit.
- Ky is in Counter Hit state during recovery.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236S | 80% | 2 | Very Small | -12 | 500 | 1000 | 300 | 80% | 12% [25%] | 100 | ||||||||||||||||||||||||||||||||||||||||||||||||||
DI 236S | 80% | 2 | Very Small×2 | -8 | 200×2 | 1000 | 150×2 | 80% | 37% | 100 |
236S:
- Clash Level: 1
- Clash Hits: 1
- 6f hitstop
DI 236S:
- Clash Level: 1
- Clash Hits: 2
- 1st hit 3f hitstop, 2nd hit 5f hitstop
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 |
---|---|---|---|---|---|---|---|
236H | 20×3 [22×3] | All | 39 | Until Hit | Total 62 | +22 [+25] | none |
DI 236H | 17×5 | All | 39 | Until Hit | Total 62 | +45 | none |
Ky's main okizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. tool after scoring a hard knockdown. Charged Stun Edge (CSE) is a large, multi-hitting projectile that is very advantageous on contact, allowing Ky to attempt further pressure and mix-ups. When landing a 2D at close range, delay CSE so that the projectile doesn't whiff past the opponent's wakeup. Depending on the situation, Ky can run up with c.S for basic strike/throw pressure, use airdash FDC safe jumps for left/right/throw mix-ups, or jump and land a j.H to start high/low/throw mix-ups utilizing j.D's optional airdash cancel.
Ky can also use CSE in neutral to cover his approach or as a greedy pressure reset. Its long startup and recovery without the opponent being knocked down first make this much higher risk compared to Stun EdgeGuard:
AllStartup:
13Recovery:
Total 46Advantage:
-15, and can be Counter Hit punished by an attentive opponent's pre-emptive attack or approach.
In Dragon InstallGuard:
AllStartup:
11+1Recovery:
25Advantage:
+4, CSE hits five times and is even more plus on block. This provides Ky a semi-4-way mix-up, as his left/right mix-ups become true blockstrings while maintaining the ability to go for an empty low 2K/5K on either side. It is also enhanced indirectly by DI Stun DipperGuard:
Low, AllStartup:
5Recovery:
26Advantage:
-10's hard knockdown, allowing DI CSE and the above mix-ups to be used safely afterwards where normally it could not.
- Applies Shock State to the opponent for 300 frames on contact.
- [ ] values refer to hitting an opponent already in Shock State.
- Projectile immediately disappears if Ky is hit.
- Ky is in Counter Hit state during recovery.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236H | 80% | 4 | Very Small×3 | +25 [+28] | 100×3 | 1000 | 100×3 | 80% | 12% [25%] | 100 | ||||||||||||||||||||||||||||||||||||||||||||||||||
DI 236H | 80% | 4 | Very Small×5 | +48 | 100×5 | 1000 | 60×5 | 80% | 37% | 100 |
236H:
- Clash Level: 1
- Clash Hits: 3
DI 236H:
- Clash Level: 1
- Clash Hits: 5
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 |
---|---|---|---|---|---|---|---|
j.236S | 30 [33] | All | 21 | Until Hit | Until Landing+10 | none | |
j.236H | 30 [33] | All | 21 | Until Hit | Until Landing+10 | none |
An air projectile used to keep opponents grounded or as an anti anti-air callout. Tiger KneeAn input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input.ing the H version at fullscreen makes it cover a very good angle that can cover both the ground and the air, and is especially useful against other projectiles in certain matchups e.g. Testament's Grave Reaper
Guard:
AllStartup:
16~22Recovery:
27Advantage:
-4 and Leo's H Gravierte Würde
Guard:
AllStartup:
23Recovery:
Total 73FAdvantage:
+11. However, Ky has no air action after firing the projectile and has extra landing recovery, making it unsafe on whiff without a Purple Roman Cancel if an opponent evades it (such as by running underneath the H version).
In Dragon InstallGuard:
AllStartup:
11+1Recovery:
25Advantage:
+4, it hits twice and deals much more chip damage on block, forcing opponents to spend Tension on Faultless Defense or avoid the projectile entirely.
- Applies Shock State to the opponent for 180 frames on contact.
- [ ] values refer to hitting an opponent already in Shock State.
- Projectile immediately disappears if Ky is hit.
- Ky is in Counter Hit state during recovery.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.236S | 80% | 2 | Very Small | 500 | 1000 | 300 | 100% | 12% [25%] | 100 | |||||||||||||||||||||||||||||||||||||||||||||||||||
j.236H | 80% | 2 | Very Small | 500 | 1000 | 300 | 100% | 12% [25%] | 100 |
j.236S:
- Clash Level: 1
- Clash Hits: 1
- 6f hitstop
j.236H:
- Clash Level: 1
- Clash Hits: 1
- 6f hitstop
Stun Dipper
236K
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 |
---|---|---|---|---|---|---|---|
236K | 20×2 [20, 22] | Low, All | 5 | 12(7)3 | 26 | -15 [-10] | 1-4f Upper Body 5-16f Above Knees |
DI 236K | 20, 26×2 | Low, All | 5 | 12(7)3 | 26 | -10 | 1-4f Upper Body 5-16f Above Knees |
Stun Dipper (SD) is a very fast sliding attack that can low profileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. under many other attacks, knocking down on hit. Despite the short knockdown time, Ky remains close enough to the opponent to perform a meatyHitting 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. 5K afterwards to continue pressure. Due to the fixed time gap between the kick attack and the slash attack, SD will not properly combo when performed too close or too far from the opponent. Cancelling into it from Mid or higher Counter Hits will make it combo at any range, even point blank.
With at least 50% Tension available, Roman Cancel makes SD a huge threat. The 1st hit becomes a 5 frame low attack that can convert into a full combo at a distance where it would normally not combo, the 2nd hit leads into an extended combo for more damage, and either hit can be Roman Cancelled on block to be made safe while resetting Ky's pressure or even stealing his turn back while under an opponent's pressure.
In Dragon InstallGuard:
AllStartup:
11+1Recovery:
25Advantage:
+4, the slash gains an extra hit for more damage and causes a hard knockdown instead of a soft one, leaving Ky at +41. This lets him use DI Charged Stun EdgeGuard:
AllStartup:
39Recovery:
Total 62Advantage:
+45 safely after DI SD hits from farther ranges whereas he normally could not at any range, or simply gain more options to mixup with afterwards off the extended knockdown.
- The second hit removes Shock State from the opponent on contact.
- [ ] values refer to hitting an opponent in Shock State.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236K | 90% | 2 [2, 4] | Very Small×2 | KD (+14) | 525, 700 [1200] | 1000 | 300×2 | 80% | 25% [25%, 50%] | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||
DI 236K | 90% | 2, 4, 4 | Very Small×3 | HKD (+41) | 375, 800×2 | 1000 | 300, 150×2 | 80% | 25%, 75%×2 | 150 |
236K:
- 236K(1) Horizontal Activation Range: 400
- 236K(1) Vertical Activation Range: 100
Foudre Arc
214K
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 |
---|---|---|---|---|---|---|---|
214K | 40 [44] | All | 24 | 11 | 6 | -2~+6 [+5~+12] | 10-11f Foot 12-28f Below Waist |
DI 214K | 16, 24×2 | All | 24 | 3,2,6 | 6 | +7~+12 | 10-11f Foot 12-28f Below Waist |
Foudre Arc (FA) is a slow, flying kick with a high arc, which may seem hard to use on first glance but in fact has a variety of uses in Ky's gameplan. It is a superb combo tool to provide high corner carry and optimal knockdown, a way to hard-call jumps in offense/neutral as a high risk - high reward option, a solid option to reset pressure primarily with Shock State, and is a rewarding, advantagous and potentially reversal safe meaty option after situations where the opponent is too far for Charged Stun EdgeGuard:
AllStartup:
39Recovery:
Total 62Advantage:
+22 [+25] to hit.
FA shouldn't be used recklessly as the long startup can be Counter Hit by most normals, Ky can't combo into anything on normal hit, and it's negative if blocked standing without shock state. The situation on block can change depending on how late into the attack it hits the opponent, but in general assume that Ky is -2 on standing block, and +2 on crouching block. It's good for preemptively calling out jumping opponents since it will force them back to the ground with extra landing blockstun, leaving Ky at significant advantage. It may seem like an option to beat low profileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. attacks, but the risk is generally not worth the reward in most situations
When the opponent is in Shock State, FA greatly improves. It can now be used to definitively reset pressure on block, since it will be Ky's advantage regardless of whether it is blocked crouching or standing. On grounded hit, it now also combos into 2K or c.S for extra damage. Keep in mind that FA can still be interrupted during the startup, so it's best to use it after the opponent is sufficiently conditioned via other options to not press anything and isn't going to react in time to counter it.
In Dragon InstallGuard:
AllStartup:
11+1Recovery:
25Advantage:
+4, FA retains its advantages from Shock State and deals even more damage. DI Charged Stun EdgeGuard:
AllStartup:
39Recovery:
Total 62Advantage:
+45 > FA is a gapless sequence that deals a large amount of chip damage, forcing opponents to choose between taking the damage or spending a large amount of Tension on Faultless Defense.
- Removes Shock State from the opponent on contact.
- [ ] values refer to hitting an opponent in Shock State.
- Hits standing opponents on frame 27, crouching opponents on frame 29.
- On-Block value ranges account for being more plus on block when striking later in its active frames (e.g. as a meaty attackHitting 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.)
- Forces opponent into crouching state on ground hit. Hard knockdown on air hit.
- Will whiff over crouching opponents if performed too close to them.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214K | 90% | 2,1 [4] | Mid | +2~+9 [+9~+14] | 1000 [2500] | 2800 | 700 | 100% | 25% [50%] | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||
DI 214K | 90% | 4 | Large×3 | +11~+16 | 800×3 | 2000 | 233×3 | 80% | 75% | 150 |
214K:
- Airborne frame 5.
DI 214K:
- Airborne frame 5. First hit whiffs on standing/crouching opponents
Vapor Thrust
623S/H (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 |
---|---|---|---|---|---|---|---|
623S | 48 [52] | All | 11 | 4 | 43 | -33 | 1-14f Strike |
DI 623S | 30×2 | All | 11 | 4 | 43 | -26 | 1-14f Strike |
623H | 60 [66] | All | 13 | 8 | 44 | -38 | 1-16f Strike |
DI 623H | 25×3 | All | 13 | 6 | 39 | -22 | 1-18f Strike |
An invincible reversal attack with a wide arc that reaches behind Ky's head, launching the opponent away. It's a solid, albeit slower-than-average reversal with a big hitbox. It's throwable, however its long invulnerable frames and ability to be Roman Canceled on block make it a great defensive option regardless. The S version is slightly faster, while the H version launches Ky farther forward with more active frames, giving it more range. Which one to use varies depending on the situation, but S is best for speed which is generally useful on wakeup, and H is best for damage and consistently beating an attack.
If VT hits an opponent in Shock State, it deals more damage and pops them up high enough to combo afterwards with a grounded move, optimally extending combos in the corner.
In Dragon InstallGuard:
AllStartup:
11+1Recovery:
25Advantage:
+4, VT launches the opponent at a sharper vertical angle which leaves them closer to Ky, and you can combo from the H version even midscreen with 5K or c.S. Since it becomes a multi-hit attack, it's better to wall break with a high damage normal like 6H or 5[D] instead of Vapor Thrust while in Dragon Install.
- Removes Shock State from the opponent on contact.
- [ ] values refer to hitting an opponent in Shock State.
- Air Vapor Thrusts have a recovery of Until Landing+12f.
- Ky is in Counter Hit state during recovery.
- Cannot be Roman Canceled on whiff.
- The H version is Ky's highest damage meterless wallbreaker.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
623S | 60% | 2 [4] | Mid | KD (+22) [+34] | 1500 [2500] | 1000 | 500 | 60% | 25% [50%] | 50 | ||||||||||||||||||||||||||||||||||||||||||||||||||
DI 623S | 60% | 4 | Mid×2 | KD (+26) | 1200×2 | 1000 | 250×2 | 60% | 75% | 50 | ||||||||||||||||||||||||||||||||||||||||||||||||||
623H | 60% | 2 [4] | Mid | KD (+21) [+37] | 1500 [2500] | 1000 | 500 | 60% | 25% [50%] | 50 | ||||||||||||||||||||||||||||||||||||||||||||||||||
DI 623H | 60% | 4 | Large×3 | KD (+37) | 800×3 | 1000 | 166×3 | 60% | 75% | 50 |
623S:
- reversal
- If the first hit of a combo, applies an additional +20 Combo Decay. (all versions)
623H:
- reversal
- If the first hit of a combo, applies an additional +20 Combo Decay. (all versions)
Dire Eclat
214S
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 |
---|---|---|---|---|---|---|---|
214S | 40 [44] | All | 14 | 3 | 25 | -8 [-6] | none |
DI 214S | 20×3 | All | 14 | 3 | 25 | -6 | none |
One of Ky's main combo enders, Dire Eclat (DE) gives both a hard knockdown and Shock State when other moves he has only do one or the other. It has fairly large pushback on block but is still minus, enough to be unsafe in some matchups (such as the mirror thanks to Stun Dipper) and universally if Instant Blocked.
On hit, DE allows for a safe jump with dash IAD j.H or dash Foudre ArcGuard:
AllStartup:
24Recovery:
6Advantage:
-2~+6 [+5~+12] afterwards. It's also used in high-damage corner combos to apply Shock State mid-combo to allow Ky to follow up after H Vapor ThrustGuard:
AllStartup:
13Recovery:
44Advantage:
-38 for more damage, or a wall breaker to apply Shock State before the reset to neutral.
There is a brief amount of time where the opponent is still considered in an airborne juggle state while sliding on the ground and can be relaunched with moves such as 5K/2K and 5H. Normally, DE's pushback prevents Ky from meaningfully taking advantage of this but by combining various factors such as being closer to corner, landing an air hit, or landing a Counter Hit, combos can be extended for more damage or even wall breaks.
In Dragon InstallGuard:
AllStartup:
11+1Recovery:
25Advantage:
+4, it hits more times and the pushback on contact is even larger.
- Applies Shock State to the opponent for 300 frames on hit and 180 frames on block.
- [ ] values refer to hitting an opponent already in Shock State.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214S | 90% | 3 [4] | Mid | HKD (+51) | 2000 [2500] | 1000 | 300 | 80% | 25% [50%] | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||
DI 214S | 90% | 4 | Large | HKD (+51) | 800×3 | 1000 | 100×3 | 80% | 75% | 150 |
Overdrives
Ride the Lightning
632146H (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 |
---|---|---|---|---|---|---|---|
632146H | 21×4, 50 [22×4, 60] | All | 8+1 | 3×4(20)2 | 99 | -82 | 1-10f All |
DI 632146H | 10×8, 30×3 | All | 8+1 | 2×8(20)2×3 | 99 | -79 | 1-15f All |
A powerful attack with invincible startup and extremely long recovery. Ride the Lightning (RTL) has quick startup and lengthy forward momentum, making it adaptable as a combo ender in many situations where it can wall break from quite a distance from the corner (slightly past the middle of the stage). Since a wall break with an Overdrive deals high damage, locks the opponent out of Burst, and grants a hard knockdown, short confirms into RTL are a great option. RTL could be considered a free wall break once Ky reaches 50% Tension, as the meter spent will quickly be replenished by the resulting Positive Bonus.
The gap between the charging portion of the attack and the flourish at the end can be punished with fast attacks, Overdrives, and throws. Don't wait until the second half of RTL to Roman Cancel it to stay safe on block.
In Dragon InstallGuard:
AllStartup:
11+1Recovery:
25Advantage:
+4, RTL hits more times and also deals a huge amount of chip damage but much of the damage is backloaded into the interruptible 2nd half of the attack, making the chip-out usage of it more of a knowledge check/gimmick. For an air tight chip kill with 100% Tension, 236H > 66PRC (> 236H 1st hit) > 632146H is an expensive option in which RTL constantly pushes the opponent out of Charged Stun EdgeGuard:
AllStartup:
39Recovery:
Total 62Advantage:
+45, extending CSE's active time and covering RTL's gap later. It chips ~>17% on Ky if normal blocked or drains ~75% Tension on Faultless Defense.
- The final hit removes Shock State from the opponent on contact.
- [ ] damage values refer to hitting an opponent in Shock State.
- Hitting an opponent in the corner with the final hit causes a Wall Break and leaves Ky +36 afterwards.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
632146H | 100% | 2×4, 4 | Mid | HKD (+20) | 300×4, 500 | 1000 | 0 | 80% | 25% [50%] | |||||||||||||||||||||||||||||||||||||||||||||||||||
DI 632146H | 100% | 2×8, 4×3 | Mid | HKD (+26) | 100×8, 200×3 | 1000 | 0 | 80% | 75% |
632146H:
- reversal
DI 632146H:
- reversal
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 |
---|---|---|---|---|---|---|---|
236236P | 22×5 [26×5] | All [All (Guard Crush)] | 4+3 | Until Hit | 32 | +10 [+26] | none |
DI 236236P | 20×8 | All (Guard Crush) | 4+3 | Until Hit | 32 | +32 | none |
A large and fast moving projectile that's very advantageous on block. Gains more damage and frame advantage when hitting an opponent in Shock State. Usually used as combo filler to add more damage, but it also works as an anti-zoning tool as it blows through ordinary projectiles. Choosing to use it as the wall breaking Overdrive puts the opponent in Shock State in addition to the usual Overdrive wall break hard knockdown, giving Ky more pressure options afterwards. The resulting Positive Bonus will also quickly replenish the spent Tension.
In Dragon InstallGuard:
AllStartup:
11+1Recovery:
25Advantage:
+4, it hits more times and no longer loses hits when clashing with other attacks, increasing its utility as an anti-zoning tool.
The final hit Guard Crushes during Shock State or Dragon Install, giving Ky even more time to mantain his pressure.
- Applies Shock State to the opponent for 300 frames on contact.
- [ ] values refer to hitting an opponent already in Shock State.
- Hitting an opponent in the corner causes a Wall Break and leaves Ky +36 afterwards.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236236P | 100% | 4×5 | Very Small | +13 [+18] | 100×5 | 1000 | 0 | 80% | 12% [25%×4, 50%] | |||||||||||||||||||||||||||||||||||||||||||||||||||
DI 236236P | 100% | 4×8 | Very Small | +24 | 100×8 | 1000 | 0 | 80% | 37%×7, 62% |
236236P:
- Clash Level: 4
- Clash Hits: 5
- Guard Crush duration 29F (5th hit only).
DI 236236P:
- Clash Level: 4
- Clash Hits: 8
- Guard Crush duration 29F (8th hit only).
Dragon Install
214214H
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 |
---|---|---|---|---|---|---|
80 [88] | All | 11+1 | 5 | 25 | +4 | none |
Dragon Install (DI) is a transformation move for enabling comebacks. Since it has a large hitbox and is plus on block, Ky can safely enter Dragon Install during most pressure sequences as a true blockstring from any normals other than 5P/2P/5K/2K. On hit, Ky is advantaged enough to dash forward for a meaty DI Charged Stun EdgeGuard:
AllStartup:
39Recovery:
Total 62Advantage:
+45. Using DI as a wall breaker to gain Positive Bonus and the Overdrive wall break hard knockdown is another potentially powerful option.
As it's only available when Ky is at low health, carefully evaluate the match state including factors such as both Ky and the opponent's health values, Burst, and Tension Meter availability when deciding whether or not to use 50% Tension on DI over another metered option like a Roman Cancel.
In DI, Ky's ground dash speed becomes lightning fast and he gains access to powered-up special moves and Overdrives. The enhanced moves can be considered of even greater power than their Shock State versions, retaining (or further improving) their enhanced frame data while dealing higher damage on hit and tripled chip damage on block. Any knockdown that leads to DI Charged Stun Edge can also lead to DI Foudre ArcGuard:
AllStartup:
24Recovery:
6Advantage:
+7~+12 and/or Dire EclatGuard:
AllStartup:
14Recovery:
25Advantage:
-6, forcing opponents to choose between taking large amounts of chip damage or spending large amounts of Tension on Faultless Defense. DI Stun EdgeGuard:
AllStartup:
13Recovery:
Total 46Advantage:
-11's increased damage can bait opponents into making risky movements in order to avoid its chip damage, and catching them with stray normals can lead to DI-exclusive high-damage H Vapor ThrustGuard:
AllStartup:
13Recovery:
39Advantage:
-22 loop combos.
- [ ] values refer to hitting an opponent in Shock State.
- Can only be activated when Ky is at 30% or lower HP, indicated by his health bar turning orange. He will also have a red lightning effect on his upper body when he has at least 50% Tension.
- Enhances Ky's forwards/backwards walk and grounded forward dash speeds for the rest of the round.
- Disables Ky's ability to inflict Shock State but enhances his special moves and Overdrives for the rest of the round.
- 1f of startup after superflash cinematic and no invulnerability, meaning opponents can reversal through it.
- Hitting an opponent with the activation shockwave in the corner causes a Wall Break and leaves Ky +36 afterwards.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100% | Very Small | HKD (+63) | 500 | 1000 | 0 | 80% | 12% |
Colors
1Ultimate Edition exclusive 2Pre-order exclusive |