Ky Kiske is a well rounded character with tools that fundamentally lean into Missing Link's core mechanics. With his large, disjointed normals and good fireball, he can control neutral well from long distances and challenge most characters. On top of that, he can also force checkmate situations with his Instant Kill Sakkai loop, giving him one of the best win conditions in the game. Although he is on the simple side, he is very potent.
Ky is a well rounded character with an exceptional instant kill attack.
- Instant Kill Checkmate: Ky has one of the best Instant Kills in the game. It's fast, has great range, anti-airs, whiff punishes, and most importantly, loops into itself on successful escape for a majority of the cast. This means the opponent is completely stuck from looping instant kills unless they have a reversal or a low tech recovery to escape with.
- Long Normals: Ky has among the longest normals in the game, and most of them have large, disjointed hitboxes or move Ky forward significantly.
- 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.
- Slow Normals: Ky's fastest normals become active on frame 6, which is relatively slow compared to other characters.
- 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.
uhhh, that's a lot of stuff
Unlike many characters, Ky can perform real combos without the use of Charge Cancels Infinites. This has no practical advantage over CC Infinites, but it is extremely cool.
Every juggle in this combo is performed using either an air-unblockable attack, or is performed while the opponent is stunned. This means that the combo real through-and-through.
- A quantification of how a character's health bar is reduced when they are hit.
- The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
- Guarded against while crouching
- Guarded against in either the crouching or standing state, but not while airborne
- Guarded against in the standing state
- Guarded against while crouching, standing, or while airborne
- Cannot be guarded against, but only applies to grounded opponents
- Cannot be guarded against
- The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
- The active frames of an attack refers to the amount of time an attack can hit the opponent.
- The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking.
- A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves.
- Air Unblockable
One of the best instant kills in the game. It's big, fast, unpunishible on whiff and anti-airs.
This was previously thought to be an unbreakable checkmate move on the entire cast, but that is no longer the case. Any character with a 27 frame tech recovery or lower can reliably escape successive instant kill attempts after one or two uses of Instant Kill depending on the initial spacing. These include Kliff, Chipp, Baldhead, Millia, Axl, and Baiken.However, for the rest of the cast, the move loops into itself indefinitely, giving no chance of escape outside of reversals. This is one of the best win conditions in the game for the large portion of the cast in which the loop works, as you only need to hit his instant kill once with a life lead to secure the win.
|Stun Edge||9||All||15||Until contact||26||-4||+1||none|
|Stun Edge Level 2||22||All||15||Until contact||28||-6||-1||none|
|Stun Edge Level 3||16x5||All||15||Until contact||58||-35||-30||none|
Ky's classic fireball. Covers the space in front of Ky pretty well.
The Level 2 version is similar to the original, but noticeably bigger and over twice as damaging. Considering how fast Ky can charge, he gets frequent access to this.The Level 3 version is absolutely massive, does extreme damage, and has up to five hits. It's horribly unsafe point-blank, but at far ranges, it's a great space control tool. Can be used with the dashbug for unique and powerful pressure situations.
Aerial Stun Edge
|S Vapor Thrust||5,12||All||6||14||32||-34||-28||Full 1~5; Above Knees 6~9; Above Thighs 10~13; Above Waist 14~24|
|H Vapor Thrust||5,12||All||6||14||46||-48||-42||Full 1~5; Above Knees 6~9; Above Thighs 10~13; Above Waist 14~31|
The S and H versions are almost identical. However, the H version travels a little further and has more invuln in exchange for more recovery. Generally you'll want to stick to the H version since it launches the opponent farther away. Stronger opponents will be able to tech the S version fast enough to punish it on hit.
- Not a real reversal: Ky's feet become vulnerable during the first active frame
- Good anti-air hitbox that jump-ins can't contest, in addition to generous upper body invincibility
- Air blockable and very unsafe, making it risky as an anti-air
Aerial Vapor Thrust
|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|
|11,14||Low, All||19||Variable,12||13||-16||-14||really low profile during first hitbox; less low profile during second hitbox|
Ride the Lightning
A super with some good aspects, but a lot of issues.
Let's start with the good. It's very damaging, with each individual hit dealing significant damage. It's also air unblockable, unbelievably big, and relatively fast, making it usable as an anti-air to close out rounds.
Now onto the bad. The super doesn't combo into itself properly if your opponent knows to tech it:
- There's a 16f gap between the first and second hits.
- There's another 19f gap between the third and final hits.
- Both of these give your opponent enough time to jump/airdash out of the way of consecutive hits.
Even if your opponent doesn't know about these gaps and only techs the final hit, you're still - on hit. This makes it a death sentence unless any one hit will kill.
These gaps are also present on block:
- The gap between the first and second hits is relatively small, and only characters with very fast normals/dps can capitalize on it. Even then, doing so is difficult.
- The gap between the third and final hits is gargantuan, with plenty of time to mash out and punish you.
Even if they block the whole thing, you're still very - and right on top of them.Oh, and you're counted as grounded during the recovery, so the punish is most likely an infinite.