< GGML
Line 152: | Line 152: | ||
{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=j.623S or j.623H | |input=j.623S or j.623H | ||
|description=Vapor Thrust, but in the air. You can't get a knockdown off air combos with this, like in later games. Ky also has safer ways to win the air-to-air war. | |||
}} | }} | ||
Revision as of 21:30, 21 February 2022
Overview
Ky Kiske is a well rounded character with tools that fundamentally lean into Missing Link's core mechanics. On top of that, he has a checkmate with his Instant Kill Sakkai loop. Although he is on the simple side, he is very potent.
Pros
Cons
- Instant Kill Checkmate: Ky has the best instant kill in the game. It's fast, has great range, anti-airs, whiff punishes, and most importantly, loops into itself on successful escape. This means that on block, unless a character has a reversal, they're stuck for the rest of the match, and on hit, they're just stuck.
- Long Normals: Ky has among the longest normals in the game and most are partially, albeit not fully, disjointed.
- Good Fireball: Stun edge is a strong tool in neutral and pressure, especially when charged.
- Strong Throw: Ky's throw is one of the few that launches opponents at a low angle, allowing him to get pressure off it a lot of the time.
- Long Recovery on Normals: While they're long ranged, many of Ky's normals also have ludicrously long recovery. Whiffing his slashes can be a death sentence.
- Wide Hurtbox: While it's not the tallest, Ky has one of the widest hurtboxes in the game, making him susceptible to counter pokes and whiff punishes. He's also one of the only characters in the game that can be crossed up in corner.
Ky | |
---|---|
Defense | |
90%Raw Value: 9 | |
Jump Startup | |
2f | |
Backdash | |
22f | |
Meter Gain Mod | |
50%Raw Value: 5 | |
Charge Time | |
52f | |
Forward Walk Speed | |
113%Raw Value: 870 | |
Backward Walk Speed | |
109%Raw Value: 640 | |
Dizzy Resistance | |
100%Raw Value: 30 | |
Fastest Attack | |
Reversals | |
Normals
5P
5P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
4 | All | 9 | 7 | 10 | -10 | -2 | none |
Really bad jab. 9f startup makes it too slow to use like a normal jab, the rest of its frame data isn't winning any awards either, and its hitbox isn't very big compared to the rest of Ky's normals. Don't bother.
5K
5K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9 | All | 9 | 6 | 17 | -16 | -8 | none |
Low kick that isn't a low. Has similar frame data to 5P, but even worse recovery/frame advantage. Has a bit of disjoint, but Ky has better pokes.
c.S
c.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
11 | All | 9 | 3 | 30 | -23 | -5 | none |
Abnormally big activation range for a cS. That's a good thing, too, because this move's hitbox is an impressive disjoint, and it's just as good of an infinite starter as lesser close slashes. Also has identical startup to 5P and 5K on top of its greater reward and bigger hitbox, giving you another reason to not use those moves.
f.S
f.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
12 | All | 12 | 3(3)10 | 13 | -20 | -8 | none |
Ky's signature long-ranged poke. Gigantic as always, and safe if charge cancelled. Just like later games, it extends your hurtbox significantly.
5H
5H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
13,17 | All | 26 | 12 | 1 | +6 | +23 | none |
Ky's classic 3H. Still as ridiculously + on block as ever when charge cancelled. Moves Ky forward from his origin a lot, making it deceptively long-ranged.
6P
6P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5x2 | Mid | 6 | 8 | 17 | -12 | -10 | none |
- Air Unblockable
2P
2P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
4 | Low | 6 | 4 | 9 | -7 | +1 | none |
Tied for your fastest normal, and its greater horizontal range and lower recovery than 6P makes it better for when you need to mash something.
2K
2K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | Low | 10 | 8 | 13 | -13 | -1 | none |
Outclassed by 2P and 2S. 2P is safer on whiff if you want to mash a low option, and 2S is faster and longer-ranged if you want a poke. Not recommended.
2S
2S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
12 | Low | 6 | 4 | 35 | -31 | -19 | none |
Tied for your fastest normal at 6f, which is very fast given its size. Very solid poke due to its speed and range. Massive recovery, so don't miss and remember to charge cancel.
2H
2H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
16x2 | All | 12 | 8 | 13 | -9 | +9 | none |
- Air blockable
j.P
j.P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
4 | Overhead | 9 | 5 | 11 | N/A | N/A | none |
Too slow to be used as an air jab. Not sure why you'd use this.
j.K
j.K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9 | Overhead | 6 | 8 | 9 | N/A | N/A | none |
Pretty fast, pretty big air-to-air. Covers a lot of horizontal distance pretty fast, but is fully jointed. Tied for your fastest normal.
j.S
j.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
12 | Overhead | 11 | 12 | 16 | N/A | N/A | none |
Incredibly good jump in. The move is technically a projectile that appears below Ky, making it heavily disjointed. Even the biggest anti-airs will struggle to contest it. Also for some reason has a pair of hurtboxes around two character lengths behind himself that can be hit, although this is difficult and is mostly irrelevant.
j.H
j.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
22 | Overhead | 9 | 3 | 22 | N/A | N/A | none |
Another gigantic, disjointed jump-in. A bit faster and a lot bigger than jS, but with more recovery. Still very hard to contest with most anti-airs if spaced. Hitbox is also tall enough to cover the entire area in front of Ky, so it's usable as a disjointed air-to-air as well.
Universal Mechanics
Dust Attack
S+H or j.S+H
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
Dust | 15 | All | 6 | 6 | 10 | -7 | +90 | none |
Ridiculously fast, fully disjointed dust. Not usable for mixups due to being a mid. Would be an amazing punish starter if this wasn't a game with infinites.
Throw
6H or 4H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
18 | Throw | 1 | N/A | N/A | N/A | -22 | N/A |
A uniquely good throw. Sends at a very low angle, which means that even if you tech, you'll be in the perfect position for Ky to continue pressuring you. Adds a good, unblockable threat to up-close pressure.
Dash Attack
6[6]
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
15 | All | 22f | N/A | 9 | +17 | +2 | none |
Standard dash attack. Very + on block, which is nice.
Instant Kill
Zwei Voltage
P+K > 236X
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
FATAL | All | 8 | 8 | 5 | N/A | N/A | Above Knees |
Best instant kill in the game. It's big, it's fast, it's unpunishable on whiff, it's an anti-air, and most importantly, it loops into itself with no chance of escape outside of reversals. This gives Ky one of the best win conditions in the game, only needing to hit his instant kill once as long as he has the life lead.
Specials
Stun Edge
236S or 236H
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
Stun Edge | 9 | All | 15 | Until contact | 26 | -4 | +1 | none |
Stun Edge Level 2 | 22 | All | 15 | Until contact | 28 | -6 | -1 | none |
Stun Edge Level 3 | 16x5 | All | 15 | Until contact | 58 | -35 | -30 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Aerial Stun Edge
j.236S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | All | 12 | Until contact | 22 | N/A | N/A | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Vapor Thrust
623S or 623H
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
S Vapor Thrust | 5,12 | All | 6 | 14 | 32 | -34 | -28 | Full 1~5; Above Knees 6~9; Above Thighs 10~13; Above Waist 14~24 |
H Vapor Thrust | 5,12 | All | 6 | 14 | 46 | -48 | -42 | Full 1~5; Above Knees 6~9; Above Thighs 10~13; Above Waist 14~31 |
The S and H versions are almost identical, however the H version travels a little further and has more invuln in exchange for more recovery.
Aerial Vapor Thrust
j.623S or j.623H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5,12 | All | 6 | 14 | Until Landing +12 | N/A | N/A | Full 1~5; Above Knees 6~9; Above Thighs 10~13; Above Waist 14~24 |
Vapor Thrust, but in the air. You can't get a knockdown off air combos with this, like in later games. Ky also has safer ways to win the air-to-air war.
Stun Dipper
236K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
11,14 | Low, All | 19 | Variable,12 | 13 | -16 | -14 | really low profile during first hitbox; less low profile during second hitbox |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Needle Spike
63214K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14,11 | Overhead | 15 | 9,23 | 14 | -28 | -27 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Super
Ride the Lightning
412364H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
29,21x2,29 | Mid | 15 | 84 | 0 | -23 | -19 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.