Ky largely maintains his archetype as a balanced all rounder with a strong wakeup game thanks to his Charged Stun Edge and 3...er, 6H, but with his EX version, his midrange presence was lessened in favor of strengthening his mixup options. Crescent Slash is an overhead attack that may not have the range or combo utility of Greed Sever, but more than makes up for it by being much harder to see and still granting a solid combo from a hit, while his Elegant Slash is a command grab that pops the opponent up for a meterless combo, unlike his normal throw wich needs to be Roman Canceled. In addition, Grand Vapor Thrust is much more reliable at converting ground hits into knockdowns than Stun Dipper, which could fail if the opponent was a little too close.
If you’re looking for a dirtier, less honest take on Ky’s usual playstyle, EX Ky may be for you.
| |
Pros | Cons |
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Normal Moves
5P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
8 | Mid | 5 | 4 | 6 | 0 |
A well-rounded jab. Ky generally has better options for most situations but you can set up frame traps, bait Bursts, and anti-air with it.
- Good vertical range.
- Nice backup anti-air when 6P would fail (like if you were crossed up).
- Gatlings into any other attack.
Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
3 | 8 | 1 | 10 | 10 |
5K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
12 | Low | 5 | 8 | 7 | -5 |
Ky's main normal for okizeme and low mixup. Super fast, active for a long time, and hits low.
- Hits surprisingly high up.
- Active enough to catch backdashes.
Gatling Options: 6P, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
80% | 3 | 8 | 1 | 10 | 10 |
c.S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
28 | Mid | 7 | 2 | 18 | -3 |
A versatile attack that's usually the midway point in a gatling string. By the time you use this in a string you can hit confirm and combo, or cancel into a jump, or another normal on block. c.S is also used a lot in combos or as a punish starter due to its speed and many cancel options.
- Lots of options on hit or block.
- Hits really high up, so it works as an anti-air.
- Preferred normal to throw option select with.
- Preferred normal to Jump Install in specific combos.
- Long hitstun on CH, enough to combo into 6H.
- Often used to frame trap due to its high reward on CH.
Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
14 | 6 | 4 | 17 | 16 |
f.S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
28 | Mid | 10 | 6 | 19 | -11 |
A long reaching normal best used to space out your opponent from medium to far range. Usually cancelled into 2S or Stun Edge, depending on range. It's recommended to be careful using it against characters who have low profiling moves such as Stun Dipper and Grand ViperGuard:
Low×7, MidStartup:
17Recovery:
37Advantage:
-21 along with Zappa's run and Faust's crouch walk.
- Extends hurtbox significantly.
Gatling Options: 6K, 2S, 6H, 5D, 2D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
10 | 7 | 3 | 14 | 14 |
5H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
37 | Mid | 11 | 4 | 13 | +2 |
His 5H from GGX. Despite appearances, it can't be used for anti-airing, but is an otherwise nice, fast, long-reaching hit that leaves you with advantage on block. Go into Stun Edge if you want some pressure extension, or Grand Vapor Thrust for damage conversions.
Gatling Options: 6K, 5D, 2D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
20 | 6 | 5 | 19 | 18 |
- Staggers on ground CH (max 35F)
5D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
15 | High | 23 | 4 | 22 | -12 |
A long range overhead cancellable from a lot of normals. Unsafe on block, but the opponent might have some trouble punishing it if used further away. On hit, you can do a simple Dust combo or go for harder, more optimal Impossible Dust combos.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
8 | 20 | 3 | Launch 48 | 14 |
6P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
30 | Mid | 9 | 5 | 15 | -6 | 1~6F Upper Body 7~13F Above Knees |
Ky's go-to anti-air, and a good combo starter on Counter Hit. This is generally used instead of 2H when you're specifically reacting to a deep jump in, since it is fast and has invul. Often cancelled into c.S for safety in the event of a clash or to hit confirm.
- Its invul can be used to beat some defensive options, such as DAA, or Vapor Thrust.
- Often used as a frame trap due to high reward on CH.
Gatling Options: 6K, c.S, f.S, 2S, 5H, 6H, 5D, 2D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
90% | 10 | 7 | 3 | 14 | 14 |
- Blows back opponent on CH (untechable for 56F on ground hit, air hit for 28F)
6K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
36 | Mid | 20 | 2 | 11 | +4 |
Slower than his normal version, but causes ground slide on hit that can be converted into huge damage in the corner. EX Ky's most important move for getting high damage corner combos. Generally you want to find a way to route into this as hard as that is. Loops into itself several times on most character
- Moves Ky forward.
- 0 on IB.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
14 | 6 | 4 | Launch | 35 + Slide 34 |
6H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
36×2 | Mid | 23 | 8,1 | 3 | +15 |
A powerful attack for okizeme when you have enough time to use it. Ky's slowest grounded normal other than 5D, in exchange for being ultra plus on block and option selecting most reversals when timed correctly.
The Option Select works because 3H's recovery is extremely fast (only 3 frames). If you use it at the correct okizeme timing, you can hit the opponent with the last couple of active frames if they blocked, and recover in time to block if they did an invulnerable attack. This technique becomes more difficult the faster the opponent's reversal is, since the safe window shrinks. For example, against Sol it's a 1F window to correctly bait his H DP and have the second hit of 3H connect, because it has only 5F of startup. Against Normal Ky you have a much larger window due to his Vapor Thrust having 11F of startup. Will not OS reversals that are 4F or faster.
- Forces opponent into crouching state on hit.
- Heavily increases Guard Gauge.
- The 2nd hit is a common target for SB. Though this will negate Ky's absurd frame advantage, he is still safe.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
10×2 | 8×2 | 5 | Crouch 20 | 18 |
2P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
8 | Mid | 4 | 4 | 5 | +1 |
Ky's fastest normal, making it a great combo tool for making links as stable as possible, setting up tick throws and frame traps, and for mashing out of pressure.
- Though this is his fastest normal, 2K may be the preferred link in certain situations where its superior range is necessary.
Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
80% | 3 | 8 | 1 | 10 | 10 |
2K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
14 | Low | 5 | 4 | 6 | 0 |
A fast, low risk poke in neutral, especially when dashing in.
- Has very good range for its speed.
- Being low to the ground avoids airdash attacks.
Gatling Options: 6P, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
70% | 3 | 8 | 1 | 10 | 10 |
2S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
25 | Low | 9 | 2 | 13 | -1 |
A superb, low risk neutral tool for spacing the opponent out and ending pressure at range. Covers a lot of options that Ky's standing pokes lose to, including very low-profile moves such as Sol's Grand Viper and 2D. Often cancelled into Stun Edge on hit or block, or layered with a 2D input to combo into a knockdown at closer ranges.
- Quite a disjointed hitbox.
- Being low to the ground avoids airdash attacks.
Gatling Options: 6K, 5H, 2H, 6H, 5D, 2D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
8 | 7 | 3 | 14 | 14 |
2H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
28×2 | Mid | 11 | 1,4 | 20 | -7 |
A huge anti-air that can also be used as a poke to cover many options in neutral at once. Because it's a bit slow and has no upper body invulnerability, it's usually used as a preemptive anti-air to beat airdashes and stop the opponent from jumping out of pressure. On block it's very safe since it can be jump canceled. The recovery on this move isn't insignificant, but it's quick for what it is.
Hits twice with EX Ky but is otherwise identical.
- Pulls in on air hit.
- Launches on Counter Hit.
Gatling Options: 5D, 2D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
14×2 | 10×2 | 4 | 17 | 19 |
- Floats on CH (untechable for 38F)
2D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
30 | Low | 7 | 12 | 12 | -10 |
Used in combos to knock down into okizeme and at the end of blockstrings to disengage using a jump cancel. Cancel into Stun Edge FRC, Sacred Edge, or Lightning Sphere to extend combos or reset pressure.
- Hilariously long active frames
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
8 | 7 | 3 | Down | 14 |
j.P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
12 | High/Air | 6 | 6 | 6 |
A fast airborne poke. It has somewhat short range and doesn't hit below Ky so it isn't very good for hitting an opponent under you. Used while rising to check the opponent or to interrupt something. Usually canceled into from better jump ins like j.S.
- Cancels into j.D to start tricky mixup situations.
- Burst safe.
Gatling Options: j.P, j.K, j.S, j.H, j.D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
3 | 8 | 1 | 10 | 10 |
j.K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
16 | High/Air | 7 | 8 | 8 |
A big air poke used to stuff moves from far away. Great in general for air-to-air fights.
- Crosses up.
- Not jump cancellable, so cancels into j.P or j.S for air combos.
- Cancels into j.D to start tricky mixup situations.
Gatling Options: j.P, j.S, j.H, j.D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
3 | 9 | 1 | 10 | 10 |
j.S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
28 | High/Air | 7 | 3 | 21 |
A versatile move. It's a strong jump-in attack, is used in airdash high/low mixups off of Charged Stun Edge FRC, and cross-ups after a Lightning Javelin knockdown. You can also apply advanced F-Shiki mixups off of a deep j.S due to its big vertical hitbox.
- Crosses up.
- Air combo filler.
Gatling Options: j.P, j.H
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
8 | 8 | 3 | 14 | 14 |
j.H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
38 | High/Air | 13 | 4 | 23 |
A massive swipe that's great for space control, and Ky's go-to landing move, especially when performing a safejump. Cancel into Stun Edge when it's blocked to keep the pressure up. Its startup frames are also useful when doing empty jump mixups, where you would fake it hitting overhead.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
8 | 7 | 3 | 14 | 14 |
j.D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
40 | All | 38 | 13 | Total 31+8 after landing |
j.D is a unique move. Ky creates an electric cross in the air that hangs in place a moment before exploding, launching on hit and even higher on counterhit. It's often used for okizeme to encourage the opponent to block, and in tricky crossup mixups after a solid knockdown. It can also be used in neutral to cover yourself from both air and grounded approaches, or be chained into from j.P and j.K to set up mixups, but it can be risky to use in these ways due to its long startup and high amount of landing recovery.
The landing recovery for j.D will be applied even if Ky airdashes or does another attack in the air afterwards - unless Ky does a double jump, in which case he can land normally.
- Stops Ky's air momentum on use.
- Remains even if Ky blocks, but disappears if Ky is hit.
- Hard to hit short characters like Zappa and Faust.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
10 | 7 | 3 | Launch | 28 |
- Launches higher on CH (untechable for 46F)
- Ky is in CH state 1~15F, remains in place
- Is a projectile
- If j.D makes contact with a projectile, j.D's hitbox immediately disappears
- Cannot perform 2nd j.D until first j.D has disappeared
Universal Mechanics
Ground Throw
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
60 | 43 pixels |
A basic throw, but vital nonetheless. Option Select offensively with c.S, or defensively with 6P. FRC just as Ky's sword hits the ground for a combo to make your mixup more punishing.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
Forced 50% | 6, 8 | Down |
- FRC timing 59~60F
Air Throw
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
60 | 88 pixels |
No longer wallbounces, hard to combo from without j.214D. Option Select with j.P or j.K for safety.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
Forced 50% | 6 | Down |
Dead Angle Attack
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
25 | Mid | 12 | 3 | 24 | -13 | 1~14F All 15~32F Throw |
While useful in a pinch, Ky has a lot of defensive options you should consider using before committing to this unsafe guard cancel.
- Wallbounces in the corner.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
50% | 10 | 7 | 3 | Launch 28 + WBounce | 14 + WBounce |
Special Moves
Stun Edge
236S or j.236H
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
236S | 40 | All | 10 | Total 41 | +2 | ||
236H | 40 | All | 13 | Total 52 | -6 |
A fast, single hit projectile. Good for controlling space. FRC to force your way in at neutral or reset pressure. EX Ky's fireballs are a Level 5 attack.
The S version comes out very fast and recovers quickly and is plus on block, making it exceptionally better to end blockstrings with or catch jumps in pressure.
- Good harassment tool for ending blockstrings and cancelling from f.S or 2S.
- Opponents can Instant Air Dash over it to punish continued use.
- FRC point can be used to continue pressure on block, combo on hit, and bait air dashes.
H Stun Edge moves faster, but has longer startup and recovery. It's good in neutral situations and in combos where the S version doesn't work.
Version | Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|---|
236S | 3 | 6 | 5 | 14 | 18 | |
236H | 3 | 6 | 5 | 17 | 20 |
236S:
- FRC timing 22~23F
- Ky is in CH state 1~21F
236H:
- FRC timing 25~26F
- Ky is in CH state 1~24F
Air Stun Edge
j.236S or j.236H
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
j.236S | 33 | All | 15 | Total 59+14 after landing | |||
j.236H | 33 | All | 13 | Total 56+14 after landing |
A fast, single-hit projectile fired at the ground. Good for controlling space. You can mess with your landing timing by firing this off as opponents try to anti-air you. FRC to force your way in, escape bad situations, and set up airdash high/low mixups.
- S version goes at about a 30 degree angle.
- Significant landing recovery.
- FRC restores air options.
The H version is better used to harass the opponent in neutral, or in combos due to its longer hitstun.
- H version goes at about a 60 degree angle.
- Significant landing recovery.
- FRC restores air options.
Version | Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|---|
j.236S | 0 | 7 | 3 | 14 | 18 | |
j.236H | 0 | 6 | 4 | 17 | 16 |
j.236S:
- FRC timing 16~18F
- Ky is in crouching state during landing recovery
- FRCing restores jump options
- Has a minimum height requirement
j.236H:
- FRC timing 14~16F
- Ky is in crouching state during landing recovery
- FRCing restores jump options
- Has a minimum height requirement
Charged Stun Edge
236D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
20×3 | All | 43 | Total 68 | +18 |
A large 3-hit projectile that excels on okizeme, allowing free mix-ups when opponents are forced to block it.
- Travels nearly fullscreen.
- FRC point can be used to create opportunities in neutral, or set up high/low mixup on okizeme.
- Jumping immediately after an FRC makes the projectile follow Ky into the air, controlling a large amount of space. Input forward for a moment before jumping to cancel the follow effect.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
3×3 | 6×3 | 4 | 17 | 20 |
- FRC timing 31~32F
- Can cancel into Lightning Sphere from 9~27F
- Movement immediately after the FRC affects the position of the projectile
Air Charged Stun Edge
j.236D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
20×3 | All | 31 | Total 63+14 after landing |
3-hit projectile, much like the ground version. Travels at about a 30 degree angle like S Air Stun Edge, preventing opponents from getting under it. Useful against Faust, who can crouch under ground 236D.
- FRC point does not reset your jump options like the Air Stun Edge FRCs do.
- FRCing can cause the projectile to change directions to face the opponent.
- The infamous "shtkn strat" j.236D FRC negative edge a j.236H! If you do this right, Ky will effectively do 2 air fireballs that cover a big part of the playing field.
- While you won't do much damage off this, You can use it to keep the opponent away and catch unsuspecting enemies that try to air dash or jump at you.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
3×3 | 6×3 | 5 | 19 | 25 |
- FRC timing 21~22F
- Ky is in crouching state during landing recovery
- Has a minimum height requirement
Vapor Thrust
623S or 623H (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
623S | 40, 25 | Mid | 5 | 2(2)3 | 32+9 after landing | -30 | 1~8F All |
623H | 40, 25 | Mid | 7 | 2(2)4 | 46+9 after landing | -45 | 1~10F All 11~15F Strike |
j.623S/H | 35, 20 | All | 7 | 2(2)3 | Until landing+9 | 1~10F Strike |
EX Ky's most obvious improvement over his normal counterpart is here. This move starts up a little bit faster and has the attack able to hit the opponent if they are next to Ky. It's very similar to Volcanic Viper in function. This helps elevate it from a primarily combo tool with an occasional reversal use, to an actually reliable (is somewhat still overly vertical) reversal.
H version's invul extends into active frames, so it's strictly better to use if you're getting jumped at.
- Launches the opponent lower than S version
Air version mostly sees use as a combo filler.
Version | Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|---|
623S | 10×2 | 7×2 | 3 | Launch | 28, 35 | |
623H | 10×2 | 7×2 | 3 | Launch | 28, 45 | |
j.623S/H | 10×2 | 7×2 | 3 | Launch | 28, 35 |
623S:
- Ky is airborne from 9F onwards
- Can cancel into Strike Through on 22F
623H:
- Ky is airborne from 11F onwards
- Can cancel into Strike Through on 31F
j.623S/H:
- Can cancel into Strike Through on 26F
Strike Through
Vapor Thrust > 214K or 214S > 214K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
24 | Mid | 14 | 6 | Until Landing+9 |
A quick whack with the sword before both Ky and his opponent fall down. This move has a lot of untechable time, which can lead into solid okizeme, but if the opponent is too high, they can tech out of it.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
10 | 7 | 3 | Launch | 60 |
Needle Spike
236K (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
236K | 24, 36 | Mid, High | 10 | 3(15)6 | 5+10 after landing | -7 | 1~3F Strike |
j.236K | 36 | High | 13 | 6 | Until landing+10 |
A sword slash that floats followed by a divekick that knocks down. The kick part is an overhead, but since it's telegraphed by the first hit, it's more of a close ranged combo ender into fireball oki.
The aerial version just does the kick, before Ky falls straight down. Can be used to change your air momentum, but if you tiger knee the input, it becomes a fast, difficult to react to overhead. Not a lot of reward, but does lead into knockdown and lets you start your offense back up. Potentially going for this overhead combined with 236D FRC oki can keep you safer on block and increase reward.
Version | Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|---|
236K | 10, 8 | 7×2 | 3 | Launch | 24, 26 | |
j.236K | 8 | 7 | 3 | Launch | 26 |
236K:
- Ky is airborne from 16F onwards
j.236K:
Greed Sever
236[K]
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
24, 46 | Mid, High/Air | 10 | 6(29)14 | 11 after landing | -8 | 1~3F Strike |
Uses the first hit of Needle Spike and the actual Greed Sever part takes years to happen. While not useful as a mixup, this move travels across almost the entire screen with a massive hitbox while being safe on block unless it's air blocked. Has an FRC on frames 26-28 which is mostly useless but it lets you get in with a bizarre jump in angle.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
100%, 80% | 10, 11 | 7, 6 | 3, 4 | Launch | 26, 45 |
- FRC timing 29~31F
- Startup to hit a crouching opponent is 48F (tested on Sol)
- Ky is airborne from 20F onwards
Crescent Slash
214K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
24 | High/Air | 22 | 3 | 18+4 after landing | -11 | 7~24F Feet |
Another glorious return from GGX, this rising overhead is fast, low crushes, is silent during startup, and leads into an air combo. Better as a direct mixup than Greed Sever, although the startup can still be spotted by astute players and punished accordingly. This should be one of your primary mixups of choice.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
8 | 10 | 3 | Launch | 40 |
- Ky is airborne from 15F onwards
Grand Vapor Thrust
214S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
20, 24, 16 | Low, Mid×2 | 17 | 8(8)2(3)4 | 46+9 after landing | -45 | 27~38F All 39~42F Strike |
Ky slides along the ground and swings his sword, before rising into a Vapor Thrust that can be followed with Slash Through. Very useful for converting your ground strings since it goes far and always gives a knockdown. Has an FRC at frame 15 that can be used for even better conversions. The first hit can pass through the opponent, but you need to utilize the FRC point to mitigate risk/reward in your favor. Still, it's a spectacular combo ender/extender from further ranges and a strong mixup tool with meter.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
8, 10×2 | 7×3 | 3 | Launch | 45 |
- FRC timing 15F
- Can pass through opponent
- Ky is airborne from 38F onwards
- Can cancel into Strike Through on 58F
Elegant Slash
623P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
70 | 65 pixels | 4 | 1 | 32 |
Fast command throw that leads into a small air combo similar to Crescent Slash. This turns Ky's tick throw game into something especially scary, since he doesn't need to rely on an FRC to get conversions. Though, don't be confused - the damage potential from this isn't nearly as high as normal Sol's Wild Throw
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
Forced 60% | 6, 8 | Launch 40 |
- Cannot be canceled into
Force Breaks
Lightning Sphere
236D > 214D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
24×3 | Mid | 6 | 34 | 4 | +8 |
A powerful attack that's performed during the startup of 236D. Great in neutral for suddenly filling the space in front of you, in blockstrings for resetting pressure, and in combos. Often you can catch an opponent reacting to the startup of 236D and attempting to jump over it with this attack. Does not vacuum anymore, but still decent.
- Must be blocked with FD in the air.
- Can be cancelled into Charge Drive.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
0 | 6×3 | 5 | 19 | 25 |
- Can cancel into Charge Drive from 30~36F
Charge Drive
236D > 214D > 46D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
130 | All | 7+13 | 15 | 35 | -31 |
Finishing blow followed up from Lightning Sphere. Deals a high amount of stun and blows the opponent away. Does not wallstick anymore.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
20 | 6 | 5 | Launch | 60 |
Lightning Strike
222D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
40 | Mid | 14 | 1 | 35 | -22 |
Like the one from his normal version, but can be used at any time and while the opponent is anywhere on screen, including midair. Great for sniping characters at a distance but it can't be used too recklessly with its long recovery.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
10 | 30 | 3 | Launch | 49 |
- Ignores OTG
Stun Rays
j.214D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
18×2 | Mid | 45 | 161 | Total 22 |
An exceptionally powerful version of Ky's j.D that lasts a long time and remains active even if Ky gets hit. It can be used to set up a wall to keep the opponent away in neutral. Setting it for okizeme severely limits the opponents wakeup options and will launch on hit, starting combos. Cannot be used while Charged Stun Edge is onscreen
- Must be blocked in the air with Faultless Defense
- Be sure to space it correctly (or be in the air) when the opponent wakes up in order to avoid being thrown.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
0 | 7×2 | 3 | 22 | 40 |
- Floats opponent on CH (untechable for 60F)
- Ky is in CH state 1~15F
- Has a minimum height requirement
- Projectile guaranteed to appear after 12F
Overdrives
Ride the Lightning
632146H (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
632146H | 60, 12×2, 40 | All | 7+0 | 8(5)30 | Total 48 | -8 | 1~11F Strike |
j.632146H | 60, 12×2, 40 | All | 4+0 | 8(5)30 | 1 | 1~6F Strike |
This version is a stationary projectile that wallbounces on hit. Theoretically more useful in combos than the normal version, but that isn't saying very much. Very hard to argue with a reversal super that will guarantee to catch opponents not blocking before the super flash however.
The air version can be used as an instant crossup, and it can even lead to a combo on hit, but there's arguably better ways to spend meter.
Version | Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|---|
632146H | 20, 10×3 | 6, 7×3 | 5, 3×3 | Launch | 60, 40 + WBounce×3 | |
j.632146H | 20, 10×3 | 6, 7×3 | 5, 3×3 | Launch | 60, 40 + WBounce×3 |
632146H:
- Dizzy modifier: 1st hit: x0.25, 2-4th hits: x0
- 4th hit blows opponent back
j.632146H:
- Dizzy modifier: 1st hit: x0.25, 2-4th hits: x0
- 4th hit blows opponent back
Sacred Edge
632146P (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
632146P | 27×5 | All | 5+3 | Total 36 | +13 | ||
j.632146P | 27×5 | All | 5+0 | Total 32 | 3~7F Strike |
Same animation as the normal version, but the projectile lingers a bit before going forward, making it a bit harder to use compared to before. Still can be used for combo extensions in the corner, and depending on the spacing they may even be more lenient with the lingering.
The air versions is more functionally similar to the old one, instantly flying across the screen. On top of that, you can air dash after it even if TKed, making it a pretty good pressure reset and approach tool, although there aren't too many situations where you'd wanna use it over Aerial Stun Edge FRC.
Version | Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|---|
632146P | 3×5 | 6×5 | 5 | 19 | 30 | |
j.632146P | 3×5 | 6×5 | 5 | 19 | 30 |
632146P:
- FRC timing 13~14F
j.632146P:
- FRC timing 9~12F
Instant Kill
Rising Force
During IK Mode: 236236H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
Fatal | All | 9+8 | 3 | 45 | -29 |
Ky's Instant Kill is actually pretty fast and far-reaching. This makes it exceptionally useful (by IK standards, anyway) if you are able to stun your opponent or if you are fighting ABA and force her into Suka MotionGuard:
Startup:
Recovery:
Total 52Advantage:
.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
20 | 5 |
- IK Mode activation: 46F
Full Frame Data
Normal Moves
input | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
5P | 8 | 3 | 8 | Mid | 1 | CSJR | 1.44 | 5 | 4 | 6 | 0 | 9 | 10 | 10 | 11 | |||
5K | 12 | 3 | 8 | 80% | Low | 1 | SJR | 1.44 | 5 | 8 | 7 | -5 | 9 | 10 | 10 | 11 | ||
c.S | 28 | 14 | 6 | Mid | 4 | SJR | 3.84 | 7 | 2 | 18 | -3 | 16 | 17 | 16 | 14 | |||
f.S | 28 | 10 | 7 | Mid | 3 | SR | 2.64 | 10 | 6 | 19 | -11 | 13 | 14 | 14 | 13 | |||
5H | 37 | 20 | 6 | Mid | 5 | SR | 3.84 | 11 | 4 | 13 | +2 | 18 | 19 | 18 | 15 | |||
5D | 15 | 8 | 20 | High | 3 | R | 2.64 | 23 | 4 | 22 | -12 | 13 | Launch 48 | 14 | 13 | |||
6P | 30 | 10 | 7 | 90% | Mid | 3 | SR | 2.64 | 9 | 5 | 15 | -6 | 1~6F Upper Body 7~13F Above Knees | 13 | 14 | 14 | 13 | |
6K | 36 | 14 | 6 | Mid | 4 | SR | 3.84 | 20 | 2 | 11 | +4 | 16 | Launch | 35 + Slide 34 | 14 | |||
6H | 36×2 | 10×2 | 8×2 | Mid | 5 | SJR | 3.84×2 | 23 | 8,1 | 3 | +15 | 18 | Crouch 20 | 18 | 15 | |||
2P | 8 | 3 | 8 | 80% | Mid | 1 | CSR | 1.44 | 4 | 4 | 5 | +1 | 9 | 10 | 10 | 11 | ||
2K | 14 | 3 | 8 | 70% | Low | 1 | SR | 1.44 | 5 | 4 | 6 | 0 | 9 | 10 | 10 | 11 | ||
2S | 25 | 8 | 7 | Low | 3 | SR | 2.64 | 9 | 2 | 13 | -1 | 13 | 14 | 14 | 13 | |||
2H | 28×2 | 14×2 | 10×2 | Mid | 4 | SJR | 3.84×2 | 11 | 1,4 | 20 | -7 | 16 | 17 | 19 | 14 | |||
2D | 30 | 8 | 7 | Low | 3 | SJR | 2.64 | 7 | 12 | 12 | -10 | 13 | Down | 14 | 13 | |||
j.P | 12 | 3 | 8 | High/Air | 1 | CSJR | 1.44 | 6 | 6 | 6 | 9 | 10 | 10 | 11 | ||||
j.K | 16 | 3 | 9 | High/Air | 1 | SR | 1.44 | 7 | 8 | 8 | 9 | 10 | 10 | 11 | ||||
j.S | 28 | 8 | 8 | High/Air | 3 | SJR | 2.64 | 7 | 3 | 21 | 13 | 14 | 14 | 13 | ||||
j.H | 38 | 8 | 7 | High/Air | 3 | SR | 2.64 | 13 | 4 | 23 | 13 | 14 | 14 | 13 | ||||
j.D | 40 | 10 | 7 | All | 3 | 2.64 | 38 | 13 | Total 31+8 after landing | 13 | Launch | 28 | 13 |
Universal Mechanics
name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
Ground Throw | 60 | 6, 8 | Forced 50% | 43 pixels | RF | 4.00 | Down | |||||||||||
Air Throw | 60 | 6 | Forced 50% | 88 pixels | 4.00 | Down | ||||||||||||
Dead Angle Attack | 25 | 10 | 7 | 50% | Mid | 3 | R | 0.52 | 12 | 3 | 24 | -13 | 1~14F All 15~32F Throw | 13 | Launch 28 + WBounce | 14 + WBounce | 13 |
Special Moves
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
236S | S Stun Edge | 40 | 3 | 6 | All | 5 | F | 2.75/4.80 | 10 | Total 41 | +2 | 18 | 14 | 18 | 15 | ||||
236H | H Stun Edge | 40 | 3 | 6 | All | 5 | F | 2.75/4.80 | 13 | Total 52 | -6 | 18 | 17 | 20 | 15 | ||||
j.236S | Air S Stun Edge | 33 | 0 | 7 | All | 3 | F | 1.50/2.40 | 15 | Total 59+14 after landing | 13 | 14 | 18 | 13 | |||||
j.236H | Air H Stun Edge | 33 | 0 | 6 | All | 4 | F | 1.50/2.40 | 13 | Total 56+14 after landing | 16 | 17 | 16 | 14 | |||||
236D | Charged Stun Edge | 20×3 | 3×3 | 6×3 | All | 4 | F | 2.50/2.40×3 | 43 | Total 68 | +18 | 16 | 17 | 20 | 7 | ||||
j.236D | Air Charged Stun Edge | 20×3 | 3×3 | 6×3 | All | 5 | F | 1.50/2.40×3 | 31 | Total 63+14 after landing | 18 | 19 | 25 | 7 | |||||
623S | S Vapor Thrust | 40, 25 | 10×2 | 7×2 | Mid | 3 | R | 2.50/4.80×2 | 5 | 2(2)3 | 32+9 after landing | -30 | 1~8F All | 13 | Launch | 28, 35 | 13 | ||
623H | H Vapor Thrust | 40, 25 | 10×2 | 7×2 | Mid | 3 | R | 2.50/4.80×2 | 7 | 2(2)4 | 46+9 after landing | -45 | 1~10F All 11~15F Strike | 13 | Launch | 28, 45 | 13 | ||
j.623S/H | Air Vapor Thrust | 35, 20 | 10×2 | 7×2 | All | 3 | R | 2.00/4.80×2 | 7 | 2(2)3 | Until landing+9 | 1~10F Strike | 13 | Launch | 28, 35 | 13 | |||
623S > 214K | Strike Through | 24 | 10 | 7 | Mid | 3 | R | -/4.80 | 14 | 6 | Until Landing+9 | 13 | Launch | 60 | 13 | ||||
236K | Needle Spike | 24, 36 | 10, 8 | 7×2 | Mid, High | 3 | R | 1.50/3.60, 4.80 | 10 | 3(15)6 | 5+10 after landing | -7 | 1~3F Strike | 13 | Launch | 24, 26 | 13 | ||
j.236K | Air Needle Spike | 36 | 8 | 7 | High | 3 | R | -/4.80 | 13 | 6 | Until landing+10 | 13 | Launch | 26 | 13 | ||||
236[K] | Greed Sever | 24, 46 | 10, 11 | 7, 6 | 100%, 80% | Mid, High/Air | 3, 4 | RF | 1.50/3.60×2 | 10 | 6(29)14 | 11 after landing | -8 | 1~3F Strike | 13, 16 | Launch | 26, 45 | 13, 14 | |
214K | Crescent Slash | 24 | 8 | 10 | High/Air | 3 | R | 2.00/6.00 | 22 | 3 | 18+4 after landing | -11 | 7~24F Feet | 13 | Launch | 40 | 13 | ||
214S | Grand Vapor Thrust | 20, 24, 16 | 8, 10×2 | 7×3 | Low, Mid×2 | 3 | RF | 2.00/4.80 2.50/6.00, 4.80 | 17 | 8(8)2(3)4 | 46+9 after landing | -45 | 27~38F All 39~42F Strike | 13 | Launch | 45 | 13 | ||
623P | Elegant Slash | 70 | 6, 8 | Forced 60% | 65 pixels | -/8.70 | 4 | 1 | 32 | Launch 40 |
Force Breaks
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
236D > 214D | Lightning Sphere | 24×3 | 0 | 6×3 | Mid | 5 | -/0.24×3 | 6 | 34 | 4 | +8 | 18 | 19 | 25 | 7 | ||||
236D > 214D > 46D | Charge Drive | 130 | 20 | 6 | All | 5 | R | 7+13 | 15 | 35 | -31 | 18 | Launch | 60 | 15 | ||||
222D | Lightning Strike | 40 | 10 | 30 | Mid | 3 | 14 | 1 | 35 | -22 | 13 | Launch | 49 | 0 | |||||
j.214D | Stun Rays | 18×2 | 0 | 7×2 | Mid | 3 | -/0.24×2 | 45 | 161 | Total 22 | 13 | 22 | 40 | 6 |
Overdrives
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
632146H | Ride the Lightning | 60, 12×2, 40 | 20, 10×3 | 6, 7×3 | All | 5, 3×3 | 7+0 | 8(5)30 | Total 48 | -8 | 1~11F Strike | 18, 13×3 | Launch | 60, 40 + WBounce×3 | 15, 13×3 | ||||
j.632146H | Air Ride the Lightning | 60, 12×2, 40 | 20, 10×3 | 6, 7×3 | All | 5, 3×3 | 4+0 | 8(5)30 | 1 | 1~6F Strike | 18, 13×3 | Launch | 60, 40 + WBounce×3 | 15, 13×3 | |||||
632146P | Sacred Edge | 27×5 | 3×5 | 6×5 | All | 5 | F | 5+3 | Total 36 | +13 | 18 | 19 | 30 | 0 | |||||
j.632146P | Air Sacred Edge | 27×5 | 3×5 | 6×5 | All | 5 | 5+0 | Total 32 | 3~7F Strike | 18 | 19 | 30 | 0 |
Instant Kill
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
236236H | Rising Force | Fatal | 20 | All | 5 | 9+8 | 3 | 45 | -29 | 18 | 18 |
Gatling Options
Loses gatlings related to former 6HGuard:
MidStartup:
20Recovery:
17Advantage:
+2, otherwise unchanged.
- 5D can be only canceled into Homing Jump on ground hit
- X = X is available on hit or block
- X[+] = X is available on hit, block, or whiff
