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Ky Kiske is a balanced, straightforward character with a tool for every range and situation.
He performs best at midrange with a variety of useful pokes, but Ky has tools at every range thanks to his Stun Edge projectiles. He uses his fast and long reaching f.S to harass his foes, and rounds out his spacing game with 2S, 5HS, 2K, and 2D. 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 2H. When Ky is further away from the opponent he can use Stun Edges to harass them, either covering his approach or playing keep away. After getting a knockdown, Ky safely sets up okizeme using Charged Stun Edge or 3H, then applies strong blockstring pressure by lacing together low attacks, frame traps, throws, and pressure resets with 3H, 6K, and powerful Force Breaks to wear the enemy down.
To turn the tide, Ky can use Stun Dipper to slide under attacks and score knockdowns, utilize his overhead Greed Sever to catch the opponent's defensive options, or spend Tension to Roman Cancel a reversal. He is a character that is able to rapidly switch between keeping the opponent away and turning on the offensive. His balanced moveset has a tool for every situation, though he lacks specialization in any one role and can be heavily locked out by specialist characters. While some are quick to assume Ky is a painfully basic character, he has many tricks in his arsenal that round out his game plan.
Lore: | A former captain of the Sacred Order of Holy Knights. Ky's zeal and sincerity make him a valuable asset to his allies, and a target for his enemies. |
Voice: | Takeshi Kusao |
Ky Kiske Ky Kiske is a balanced, straightforward character with a tool for every range and situation.
- All Range: Plenty of normals with range, speed, and good frame data + versatile projectiles and traps make Ky effective up close, far away, and everywhere in between.
- High Mix Pressure: Open gatling table and a suite of versatile normals allows for variable blockstring pressure structure to keep opponents guessing and crank up their Guard Balance.
- Tricky With Meter: Ky's FRCs and FBs are versatile, with them he can establish pressure, create combos, enhance mix ups, make himself safe, and more.
- All Rounder: Tools for every situation, including two strong anti-airs, a fast jab in 2P, and two reversals.
- Knockdown From Anything: Lightning Javelin secures a knockdown from nearly anywhere, and 6H > 6K works for low corner combos.
- Strong Okizeme: 3H, 236D, j.236D, j.D, j.214D, 5K and j.S all combine to give Ky superb options for setting up over the opponent.
- Linear At Range: Ky's versatility is outclassed by most other projectile characters and characters with long range pokes.
- Limited Second Chance Pressure: Pressure extensions are limited and either require meter or end your turn and put you on the defensive.
- Low Damage: Ky's typical combo starters prorate heavily, couple this with an already low overall output and you have a less explosive character than most others.
- Straightforward To A Fault: Ky's approach is somewhat telegraphed, and easy for more defensive characters to stop; requires acting outside the box.
- Poor Matchups Against Top Tier: Despite being strong in his own right, Ky is shut out by the stronger characters in +R.
Normals
5P
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, 3H, 5D, 2D
5K
Ky's main normal for okizeme and low mixup. Super fast, active for a long time, and hits low.
- Hits surprisingly high up
Additional Frame Data: 80% initial proration.
Gatling Options: 6P, 6K, c.S, f.S, 2S, 5H, 2H, 3H, 5D, 2D
c.S
A multi use 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 on hit, 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 OS with.
- Long hitstun on counter hit, enough to combo into 3H.
- Often used in frame traps.
Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 3H, 5D, 2D
f.S
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 (Ky) and Grand Viper (Sol) along with Zappa's run and Faust's crouch walk.
- Extends hurtbox significantly
Gatling Options: 6K, 2S, 3H, 5D, 2D
5H
Typically used to end blockstrings at frame advantage, or delay cancelled into 236K to end a combo. Sometimes cancelled into 6K to reset pressure, but this can be risky.
- Slightly shorter range than f.S but hits higher up and doesn't extend Ky's hurtbox as far.
- Heavily increases Guard Balance.
- Ky's best raw starter.
- Staggers opponent on Counter Hit.
Additional Frame Data: Staggers on ground CH (max 47F).
Gatling Options: 6K, 5D, 2D
- GGXXACPR Ky 5H-Hitbox.png
6P
Ky's go-to anti-air, and a great combo starter on Counter Hit. This is generally used instead of 2H when you're specifically reacting to a deep jump in. Often cancelled into c.S on air hit, and 6H on ground hit.
- Upper body invulnerable early in the animation, then above-knees invulnerable for the rest.
- Launches into an untechable blowback state on CH.
- Often used in frame traps.
Additional Frame Data: Upper body invincible 1~6F. Above knees invincible 7~13F. Blows back opponent on CH (untechable for 56F on ground hit, air hit for 28F). 90% initial proration.
Gatling Options: 6K, c.S, f.S, 2S, 5H, 6H, 3H, 5D, 2D
6K
Mainly used to pressure reset and frame trap. On hit, you can link a 2P or 2K for an extended combo. On block, you're left at frame advantage. Also used to end juggle combos in the corner since it is untechable for a bit on air hit.
- Moves Ky forward.
- Untechable blowback on air hit.
Additional Frame Data: Puts opponent in blowback state on air hit (untechable 25F).
6H
Level 6 move. Used often in blockstring pressure and in powerful corner wall bounce combos and mid screen loops. Outside its main uses, it's a huge attack that occasionally works as a haymaker in neutral.
- Staggers on ground hit, wall bounces on air hit.
- Long delay cancel window.
- Heavily increases Guard Balance.
Additional Frame Data: Staggers opponent on ground hit (max 50F). Wall bounces opponent on air hit (untechable for 45F). Blockstun 22F on standing block.
Gatling Options: 6K, c.S, f.S, 2S, 5H, 2H, 5D, 2D
3H
A powerful alternative to 5K for okizeme. Ky's slowest grounded normal other than 5D, in exchange for being ultra plus on block and option selecting all reversals when timed correctly on okizeme due to its absurdly fast recovery.
- Forces opponent into crouching state on hit.
- Heavily increases Guard Balance.
5D
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.
2P
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.
Additional Frame Data: 80% initial proration.
Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 3H, 5D, 2D
2K
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.
Additional Frame Data 70% initial proration.
Gatling Options: 6P, 6K, c.S, f.S, 2S, 5H, 2H, 3H, 5D, 2D
2S
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, 3H, 5D, 2D
2H
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 stuff 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.
- Pulls in on air hit.
- Launches on Counter Hit.
Gatling Options: 5D, 2D
2D
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
Additional Frame Data: 85% initial proration.
j.P
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
j.K
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
j.S
A versatile attack. It's a strong jump in, 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 certain setups due to its big vertical hitbox.
- Crosses up.
- Air combo filler.
Gatling Options: j.P, j.H
j.H
A massive swipe that's great for space control, and Ky's go-to landing move, especially when performing a safejump. Cancel into j.236S/H/D 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.
j.D
j.D is a unique move. Ky creates an electric cross in the air that hangs in place a moment before exploding. Often used for okizeme to encourage the opponent to block while you go for a crossup with j.S. Can also be used from jump ins to set up mixups. It can be used to cover yourself from air approaches, but it can be risky to use for this purpose due to the high amount of landing recovery.
- Launches on hit.
- Remains even if Ky blocks.
- Disappears if Ky is hit.
- Stops Ky's air momentum.
- Hard to hit short characters like Zappa and Faust.
Additional Frame Data: Floats 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 a 2nd j.D until first j.D has disappeared.
Universal Mechanics
Ground Throw
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.
- 2f FRC point at 59~60f.
Additional Frame Data: Knocks down. 50% forced proration.
Air Throw
Air throw that wallbounces in the corner, link with 2P for a combo. Option Select with j.P or j.K for safety.
Additional Frame Data: Wall bounces opponent on hit (untechable for 60F). 50% forced proration.
Dead Angle Attack
While useful in a pinch, Ky has a lot of defensive options you should consider using before committing to this unsafe guard cancel.
- Uses 6P's animation.
- Wallbounces in the corner for combos.
Additional Frame Data: Total length of animation: 38F. Fully invincible 1~14F. Throw invincible 15~32F. Wall bounces opponent on hit (untechable for 28F). Initial prorate 50%.
Specials
Stun Edge
236S/H
A fast, single hit projectile. Good for controlling space. FRC to force your way in at neutral, reset pressure, or in difficult optimal damage combos.
- The S version comes out very fast and recovers quickly.
- Good harassment tool for ending blockstrings and cancelling from f.S or 2S.
- Opponents can Instant Air Dash over it to punish continued use.
- 2F FRC point at 22~23F, when Ky's cape comes back to rest on his legs.
- The FRC can be used to continue pressure on block, combo on hit, and bait air dashes.
Additional Frame Data: Untechable for 18F. Ky is in CH state from 1~21F.
H Stun Edge moves faster, but has longer startup and recovery. It's good in neutral situations and combos.
- 2F FRC point at 25~26F.
Additional Frame Data: Untechable for 20F. Ky is in CH state from 1~24F.
Charged Stun Edge
236D
A large 3-hit projectile that excels on okizeme, allowing free mix-ups when opponents are forced to block it.
- Travels nearly fullscreen.
- 2F FRC point at 31~32F.
- 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.
- The FRC can be used to create opportunities in neutral, or set up high/low mixup on okizeme.
Untechable for 20F Hitstop 7F. Can cancel into followup (Lightning Sphere) from 9~27F
Air Stun Edge
j.236S/H
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.
- 3F FRC point at 16~18F.
- FRC restores air options.
Untechable for 18F. Ky is in crouching state during landing recovery. Has a minimum height requirement
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.
- 3F FRC point at 14~16F.
- FRC restores air options.
Ky is in crouching state during landing recovery. Has a minimum height requirement
Air Charged Stun Edge
j.236D
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.
- 2F FRC point at 21~22F.
- This FRC 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.
Untechable for 25F. Ky is in crouching state during landing recovery. Hitstop 7F. Has a minimum height requirement
Vapor Thrust
623S/H (air OK)
Vapor Thrust is an invulnerable attack with a wide arc that hits on both sides of Ky. Poor when used on wakeup, since it's somewhat slow and easily whiffs on opponents doing low attacks, but useful as an an anti-air and in pressure.
- S version isn't invulnerable to the first active frame, so it may trade with the opponent's attacks.
- Long launch and untechable time on counter hit for better reward, making it an ideal anti-air.
- Launches the opponent higher than H Vapor Thrust.
Fully invincible 1~8F. Ky is airborne from 9F onwards. Floats opponent on hit (untechable for 50F). Initial prorate 80%. Can cancel into Lightning Javelin from 16~29F
- H version's invul extends into active frames, which means it's Ky's actual reversal.
- Launches the opponent lower than S version
Fully 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 Lightning Javelin from 17~31F
- Air version mostly sees use as a combo filler.
Strike invincible 1~10F. Floats opponent on hit (untechable for 45F). Can cancel into Lightning Javelin from 15~33F
Lightning Javelin
Vapor Thrust -> S/H
A follow-up to Vapor Thrust, primarily used for combos. Can also be used as a last ditch risky attempt to avoid being DP punished, but leaves Ky in CH state.
S version blows the opponent away and downwards.
- Causes wallstick and can be used for combos near the corner or to push the opponent towards the corner from midscreen.
- Recovers faster than H version, doesn't bounce Ky as high up.
- 3F FRC point at 24~26F.
- Since Lightning Javelin can be performed even on whiff, this FRC can make Vapor Thrust safe.
Wallsticks opponent on hit (untechable for 62F, sticks for 32F). Ky is in CH state until landing
H version blows the opponent away directly to the corner and wallbounces.
- Used to either combo the opponent midscreen or to knock down. The wallbounce leaves the opponent right next to Ky, allowing for a setup.
- Recovers slower than S version, bounces Ky higher up.
- 3F FRC point at 27~29F
- Since Lightning Javelin can be performed even on whiff, this FRC can make Vapor Thrust safe.
Wallbounces opponent on hit (untechable for 65F). Ky is in CH state until landing
Stun Dipper
236K
A fast sliding low that can go underneath many attacks. Often used to end combos and as a risky last chance jump catch. Commonly RC'd to make it safe or to continue a combo.
- First hit is low, second is mid.
- Be wary that the 2nd hit does not always combo from the 1st hit. This is distance dependent, because Ky slides a fixed distance before the slash. However, if the 1st hit is a counter hit, the 2nd hit is guaranteed to hit them.
- 3F FRC point at 24~26F, at the end of the slide.
- This is a great way to force opponents to deal with a mixup since afterwards, you can run up throw, run up continue pressure, run up overhead, etc.
- A lot of opponents like to burst on this move, using FRC will recover in time to bait and punish.
- Another gimmicky use is to do Stun Dipper FRC into Greed Sever for an overhead which which can surprise first time victims, but they'll catch on pretty quickly.
Additional Frame Data Low profile 5~21F. 2nd hit knocks down opponent on hit.
Greed Sever
214K
A large overhead, useful for much more than just high low mixup. Though it's an okay mixup tool, it really shines when you use it early at a safe spacing to catch jumps, lows, air dashes and other neutral options.
- Loud and obvious visual/audio cue, so it's harder to hit than its startup implies.
- Can also hop over some low hitting moves and even low projectiles like Sol's Gunflame.
- Crosses up if done at point-blank range.
- Gives a lot of tension if it hits, but don't use it for big damage since this move prorates 85%.
- On counter hit, it launches opponents higher and is completely untechable, so adjust combo timing appropriately.
Additional Frame Data Foot invincible and airborne from 4F onwards. Ground bounces opponent on hit (untechable for 40F). Floats opponent higher and fully untechable on CH. Ky is in crouching state during landing recovery. Startup to hit a crouching opponent is 21F (tested on Sol)
Lightning Strike
222H when opponent is knocked down
A finishing strike of lightning, used for squeezing a bit more damage out of short combos, or long combos with FRC in exchange for losing strong okizeme.
- 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.
- Can whiff if input too late, in which case you are stuck in recovery for a quite a while.
- 3F FRC point at 14~16F to keep both or to continue a combo after knockdown.
Additional Frame Data Removes OTG status on opponent on hit. Ky is in CH state during move. Hitstop 0F. Can only perform when opponent is knocked down.
Force Breaks
Lightning Sphere
Charged Stun Edge -> 4D
- A great attack that must be blocked using Faultless Defense 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 some characters, like A.B.A. and Robo-Ky.
Defense
- Can work as an anti-rushdown tool because it covers a lot of space. If the opponent blocks, it's +8 and pulls them closer, so you get a chance to change the momentum of the match if you can force your opponents to block it.
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 Data Pulls in opponent on hit or block Untechable for 25F. Hitstop 7F. Total length 43F. Can cancel into followup (Charge Drive) from 30~36F
Charge Drive
Lightning Sphere -> 46D
Technically an Overdrive as it costs 50% Tension. Wallsticks in the corner, allowing a short follow-up combo.
Additional Frame Data Forced prorate 70%. Wallsticks opponent on hit (untechable for 80F, sticks for 60F)
Stun Rays
j.214D
A version of Ky's j.D that lasts a long time and remains active even if Ky gets hit. This attack must be blocked in the air using Faultless Defense.
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 over 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 Data 22F hitstun on standing hit. Untechable for 40F. Floats opponent on CH (untechable for 62F). Ky is in CH state until 15F. Hitstop 6F. Has a minimum height requirement. Projectile guaranteed to appear after 12F
FB Greed Sever
214D
Force Break Overhead.
- This version does decent damage by itself, but its main utility is that it is invincible to low attacks at the very beginning of its startup.
- Ground bounces on CH for follow-up combos. Otherwise, immediately knocks them down after which you can Lightning Strike FRC to combo if you wish to spend the meter.
Additional Frame Data Initial 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
Overdrives
Ride the Lightning
632146H (air OK)
- The ground one can be used a a wakeup reversal
- 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 Data Fully 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
Sacred Edge
236236P
- Can be used in combos after 2D and while it is +13 on block, it's usually more meter-efficient to use Lightning Sphere for that purpose.
- FRC point at 13~14f for added safety or being more plus on block. sounds cool on paper (but it's still 75% meter.)
Semi-Unblockable Glitch
- Perform a Charged Stun Edge > FRC > Sacred Edge. The CSE will continue to go forward during SE's super flash. If the opponent is not blocking pre-superflash, the CSE will hit them (assuming they are within range).
Additional Frame Data Untechable for 30F. Hitstop 0F
Instant Kill
Rising Force
in IK Mode: 236236H
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 A.B.A. and can force her to transform out of Moroha Mode via knockdowns. Additional Frame Data IK mode activation: 46F
Notable Players
Name (English/Japanese) | Color | Location | Common Venues |
Contact | Status | Notes | Example Play |
---|---|---|---|---|---|---|---|
Machaboo | Japan | Mikado | - | Retired to SFV | Extremely strong all around player. If you don't know who this is, you're gonna learn. |
Link | |
Ain | Japan | Mikado | - | Retired to Xrd | Aggressive, strong Ky player | Link | |
Rozu | Japan | Mikado | - | Retired to Xrd | - |
NOTE: These tables are still WIP
External References
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
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