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{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=236K | |input=236K | ||
|description=Low profile doesn't start until the 19th frame, making it considerably worse for sliding under things than in later games. Does decent damage, but doesn't combo into itself from too close. Also notably - on hit if they tech. Just generally not that useful. | |||
}} | }} | ||
Revision as of 21:38, 21 February 2022
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.
- 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
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
4 | All | 9 | 7 | 10 | -10 | -2 | none |
5K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9 | All | 9 | 6 | 17 | -16 | -8 | none |
c.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
11 | All | 9 | 3 | 30 | -23 | -5 | none |
f.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
12 | All | 12 | 3(3)10 | 13 | -20 | -8 | none |
5H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
13,17 | All | 26 | 12 | 1 | +6 | +23 | none |
6P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5x2 | Mid | 6 | 8 | 17 | -12 | -10 | none |
- Air Unblockable
2P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
4 | Low | 6 | 4 | 9 | -7 | +1 | none |
2K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | Low | 10 | 8 | 13 | -13 | -1 | none |
2S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
12 | Low | 6 | 4 | 35 | -31 | -19 | none |
2H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
16x2 | All | 12 | 8 | 13 | -9 | +9 | none |
- Air blockable
j.P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
4 | Overhead | 9 | 5 | 11 | N/A | N/A | none |
j.K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9 | Overhead | 6 | 8 | 9 | N/A | N/A | none |
j.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
12 | Overhead | 11 | 12 | 16 | N/A | N/A | none |
j.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
22 | Overhead | 9 | 3 | 22 | N/A | N/A | none |
Universal Mechanics
Dust Attack
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
Dust | 15 | All | 6 | 6 | 10 | -7 | +90 | none |
Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
18 | Throw | 1 | N/A | N/A | N/A | -22 | N/A |
Dash Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
15 | All | 22f | N/A | 9 | +17 | +2 | none |
Instant Kill
Zwei Voltage
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
FATAL | All | 8 | 8 | 5 | N/A | N/A | Above Knees |
Specials
Stun Edge
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 |
Big, fast fireball. Covers the space in front of Ky pretty well.
The Level 2 version is similar to the original, but noticeably bigger and over twice as damaging. Considering how fast Ky can charge, he gets high uptime access to this.
The Level 3 version is absolutely massive, does extreme damage, and has up to five hits. It's horribly unsafe point-blank, but at far ranges, it's a great space control tool.Aerial Stun Edge
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | All | 12 | Until contact | 22 | N/A | N/A | none |
Vapor Thrust
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.
- Not a real reversal: Ky's feet become vulnerable during the first active frame
- Good anti-air hitbox that jump-ins can't contest, in addition to generous upper body invincibility
- Air blockable and very unsafe, making it risky as an anti-air
Aerial Vapor Thrust
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 |
Stun Dipper
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 |
Needle Spike
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
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.