GGML/Ky

From Dustloop Wiki
Overview
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.

 Ky  Ky is a well well rounded character with an exceptional instant kill attack.

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
GGML Ky Portrait.png
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
Decent anti-air option with a good hitbox. Not upper body invincible, so it's liable to trade, but it has a somewhat good disjoint. Poor horizontal range.

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
A pretty big anti-air hitbox, but can be blocked in the air. Completely disjointed, so it'll beat any air button from the right range. Good to use if the opponent is too far away horizontally for 6P to hit, or if you want to beat out their IAD.

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

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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

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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

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Dash Attack

6[6]
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
15 All 22f N/A 9 +17 +2 none

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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 really big, fast, and most importantly, 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

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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

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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

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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

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Needle Spike

63214K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14,11 Overhead 15 9,23 14 -28 -27 none

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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

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