To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
Only selectable on the Arcade and PC-Rollback versions of the game.
Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.
Overview
Ky Kiske fulfills the role of an approachable and well rounded character.
Ky performs best at midrange with a variety of useful pokes at his disposal, but he has tools at every range thanks to his Stun Edge projectiles. He uses his fast and long reaching f.S to tame opponents and threaten them with high damage counter hit combos, and rounds out his spacing game with 2S, 5HS, 2K, and 2D. From well spaced pokes, experienced Ky players can cancel into Stun Dipper to secure knockdowns from afar. Frustrated opponents that jump at him will find themselves dealing with his above-the-knees invulnerable 6P and extremely long reaching 2HS. When he finds himself further away from the opponent he can use his Stun Edge projectiles to harass them, either covering his approach or playing keep away. After securing a knockdown, Ky can safely set up okizeme using Charged Stun Edge, then apply his strong pressure game by lacing in low attacks, frame traps, throws, and pressure resets with 6HS and 6K to wear the enemy down. To turn the tide, Ky can use his exceptional Stun Dipper to slide under pokes and projectiles and score knockdowns, utilize his overhead Greed Sever to attempt to catch the opponent slacking on defense, or spend Tension to use his fully invulnerable reversal, Ride The Lightning. He is a character that can rapidly switch between keeping the opponent away and turning on the offensive. His balanced movepool has a tool for every situation, though he lacks specialization in any one role. While some are quick to assume Ky is a painfully basic character, he has many tricks and tools in his arsenal that round out his game plan.
Ky KiskeKy Kiske fulfills the role of an approachable and well rounded character.
Pros
Cons
strong neutral game; fast, far-reaching normals that yield knockdown and damage.
Pressure that utilizes many lows, rewarding frame traps, and opportunities to reset pressure or safely return to neutral.
Has a tool for every situation, including two strong anti-airs, a great mash out move in 2P and two reversal attacks.
Can Knockdown after most confirms thanks to Lightning Javelin having a ton of untechable time.
Strong okizeme between 3H, 236D, j.236D, j.D, j.214D, 5K and j.S
Second Chance mix up tools are limited and either require meter or end your turn and put you on the defensive.
His long distance game is very one dimensional and is very outclassed by most other projectile characters.
Many of his buttons have proration leaving Ky with very low average damage.
His approach is very straight forward and easy for more defensive characters to stop.
f.S is a far reaching normal best used to zone out your opponent from medium to far range.
On block and hit you can cancel the move into either 2S or stun edge depending on range.
It's recommended to be careful using f.S against characters who have low profiling moves such as Stun Dipper (Ky) and Grand Viper (Sol) along with Zappa's run and Faust's crouch walk.
Beats most air normals, but may not be the best option for the scenerio.
Untechable blowback launcher on counter hit
Gattlings into a lot of Ky's normals.
Can be used as a frame trap by canceling other moves into 6P.
Additional Frame DataUpper body invincible 1~6F. Above knees invincible 7~13F. Blows back opponent on CH (untechable for 56F on ground hit, air hit for 28F). Initial prorate 90%
j.D is a unique move, Ky creates an electric cross in the air that stays for a bit until activating doing a small aoe attack. If ky gets hit the move will disappear.
When Ky does j.D he will freeze in the air.
Used as a cross up oki tool, but is not as good on short characters like zappa and faust.
Can zone the opponent from air approaches, but not the most consistent.
Additional Frame DataFloats opponent on ground hit (untechable for 28F). Floats opponent higher on CH (untechable for 46F). Landing recovery 11F. Ky is in CH state until 16F. 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.
This fireball does 3 hits like CSE and goes at about a 30 degree angle from straight down.
FRC at 21~22f.
Note that this FRC DOES NOT reset your jump options like the other 2 air fireballs
The infamous 'shtkn strat' as named by Mike Z: 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.
Additional Frame DataUntechable for 25F. Ky is in crouching state during landing recovery. Hitstop 7F. Has a minimum height requirement
A poor reversal special that easily whiffs on opponents doing low attacks.
The S version isn't invulnerable to the first active frame, so it is possible to trade with the opponent's attacks.
S Version tends to have better reward on counter hit and acts as a better Anti Air than the H Version.
Also note that S Vapor Thrust launches the opponent higher than the H Vapor Thrust, so adjust combo timing appropriately.
This attack is mostly used as combo filler/ender since the followup attack wallbounces and allows for extended combos midscreen or knockdown.
Additional Frame DataFully invincible 1~8F. Ky is airborne from 9F onwards. Floats opponent on hit (untechable for 50F). Initial prorate 80%. Can cancel into Rising Javelin from 16~29F
H, Ground
Ky's actual meterless reversal.
Some combos may need the S Version and others the H one. Experiment.
Additional Frame DataFully invincible 1~10F. Strike invincible 11~15F. Ky is airborne from 11F onwards. Floats opponent on hit (untechable for 45F). Initial prorate 80%. Can cancel into Rising Javelin from 17~31F
Air
Mostly sees use as a combo filler.
Additional Frame DataStrike invincible 1~10F. Floats opponent on hit (untechable for 45F). Can cancel into Rising Javelin from 15~33F
Common use for this move is to do a combo that ends in slide then RC, then run up and do c.S > 2H > air combo.
Be wary that the 2nd hit does not always combo from the first hit. This is distance dependent. However, if the first hit is a counter hit, the 2nd hit is guaranteed to hit them.
FRC point at 24~26f
Practice this! It's a great way to force the opponent to deal with a mixup since after this, you can run up throw, run up continue pressure, run up overhead, whatever.
A lot of opponents like to burst on this move, but if you FRC it, you can block the burst and punish them!
Another kinda gimmicky use is to do slide, FRC into GS for an overhead which which will surprise first time victims, but they'll catch on pretty quickly.
Additional Frame DataLow profile 5~21F. 2nd hit knocks down opponent on hit.
Overhead, also crosses up opponents if done next to them.
It's pretty easy to see coming, so don't rely on this too much.
It's also good as a zoning move if you can predict that the opponent's going to air dash in at you or stick out a poke with a decent amount of recovery.
It can also hop over some low hitting moves as well as over Sol's gunflame!
This move gives a lot of tension if it hits, so it's useful for that, but don't use it for big damage since this move prorates 85%.
On counter hit, it bounces them really high and is completely untechable, so don't be too surprised if this happens.
Additional Frame DataFoot invincible and airborne from 4F onwards. Ground bounces opponent on hit (untechable for 40F). Floats opponent hight and fully untechable on CH. Ky is in crouching state during landing recovery. Startup to hit a crouching opponent is 21F (tested on Sol)
Can be used to deal damage after knocking down the opponent.
This attack can whiff if the attack is inputted too late, in which you are stuck in recovery for quite a while.
Normally the damage dealt is minimal due to damage scaling, but it can be used after short combos that end in knockdown to make it worth the sacrifice in oki.
FRC Point at 14~16f to keep both or to continue a combo after knockdown.
Additional Frame DataRemoves OTG status on opponent on hit. Ky is in CH state during move. Hitstop 0F. Can only perform move when opponent is knocked down
A great attack that must be FDed in the air and leads to great damage.
Combos
2D > Lightning Sphere > c.S > 2H > air combo is a common combo that works on most characters.
You must perform this much closer and quicker than usual to get it to work on characters like ABA and Robo-Ky.
Defense
This can work as an anti-rushdown tool because it covers a lot of space in front of Ky. If the opponent blocks, then great! It's +8 and pulls in in the opponent, so you get a chance to change the momentum of the match if you can force your opponents to block this.
Corner Lockdown
You can use it when your opponent is the corner as a safe blockstring starter because the opponent won't have as much room to maneuver around the attack.
Additional Frame DataPulls in opponent on hit or block Untechable for 25F. Hitstop 7F. Total length 43F. Can cancel into followup (Charge Drive) from 30~36F
A version of Ky's j.D that lasts a long time and remains active even if Ky gets hit. This attack must be FDed in the air.
Zoning
Use this to control space and to effectively block off a section of the screen for the opponent and to stop the opponent from rushing you down.
Okizeme
Lay this down on a knocked-down opponent to limit their wakeup options. Because the cross will stay out no matter what, the opponent must think twice before most reversal options.
Do note that one common counter to this is to throw Ky on wakeup, so be sure to space it correctly (or be in the air) when the opponent wakes up.
Additional Frame Data22F hitstun on standing hit Floats opponent on CH (untechable for 62F). Untechable for 40F. Ky is in CH state until 15F. Remains in place. Hitstop 6F. Has a minimum height requirement. Projectile guaranteed to appear after 12F
This version does decent damage by itself, but it's main utility is that it is invincible to low attacks during some of the startup.
Ground bounces on CH for followup combos. Otherwise immediately knocks them down after which you can Lightning Strike FRC to combo if you wish to spend the meter.
Additional Frame DataInitial prorate 80%. Knocks down opponent on air hit (untechable for 44F). Ground bounces opponent on CH (untechable for 43F, tested on Sol). Ky is airborne from 5~20F. Ky is in CH state during move. Fully invincible 1~4F
The aerial version can be used in combos if done as a low air juggle.
Overall, these attacks as not used much.
(Both versions): FRC Point at 53~56f (First frames of Recovery) allows Ky to do combos, although you are using 75% meter.
Additional Frame DataFully invincible 1~14F. Throw invincible 15~19F. Floats opponent on hit (untechable for 36F). Ky is in CH state during move. Hitstop 6F. Dizzy modifier x0
Can be used in combos after sweep and while it is +13 on block, it's most likely more meter-effecient to use Lightning Sphere for that purpose.
FRC Point at 13~14 for added safety or being more plus on block (sounds cool on paper but it's still 75% Meter.)
Semi-Unblockable Glitch
Perform a CSE > FRC > Sacred Edge. The CSE will continue to go forward during the Sacred Edge's super flash. If the opponent is not blocking pre superflash, the CSE will hit them (assuming they are within range).
Additional Frame DataUntechable for 30F. Hitstop 0F
Ky's Instant Kill is actually pretty fast and far-reaching. This makes it useful if you are able to Bear Stun the opponent or if you are fighting ABA and can force her to transform out of Moroha Mode via knockdowns.
Additional Frame DataIK mode activation: 46F
Notable Players
Name (English/Japanese)
Color
Location
Common Venues
Contact
Status
Notes
Example Play
Machaboo
Japan
Mikado
-
Retired
Extremely strong all around player. If you don't know who this is, you're gonna learn.
To edit frame data, edit values in GGACR/Ky Kiske/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.