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.
- Active enough to catch backdashes.
Additional Frame Data: 80% initial proration.
Gatling Options: 6P, 6K, c.S, f.S, 2S, 5H, 2H, 3H, 5D, 2D
c.S
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 3H.
- Often used to frame trap due to its high reward on CH.
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 236H/S, depending on range. It's recommended to be careful using it against characters who have low profiling moves such as Stun Dipper and Sol's Grand Viper along with Zappa's run and Faust's crouch walk.
- Extends hurtbox significantly
Gatling Options: 6K, 2S, 3H, 5D, 2D
5H
Gatling Options: 6K, 5D, 2D
6P
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.
- Upper body invulnerable early in the animation, then above-knees invulnerable for the rest.
- Its invul can be used to beat some defensive options, such as DAA, or Vapor Thrust.
- Floats and blows opponent back a far distance on CH.
- Often used as a frame trap due to high reward on CH.
- Sometimes used to start 6H loops on CH from very close hits.
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
A slow attack used to extend blockstrings and combos. Often canceled into from c.S. On hit, you can link a 2P or 2K for an extended combo. On block, you're at advantage. It's a vital normal to get Ky closer to the opponent for Lightning Sphere and Stun Edge FRC combos. Also used to knock airborne opponents down, mostly in corner S Javelin combos.
- Moves Ky forward.
- 0 on IB.
Additional Frame Data: Puts opponent in blowback state on air hit (untechable 25F).
6H
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 6H'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 Robo Ky it's a 1f window to correctly bait his Level 2/3 DP and have the second hit of 6H connect, because it has only 3f of startup. Against Ky you have a much larger window due to his Vapor Thrust having 11f of startup.
- Hits 2 times.
- 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.
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. On hit, you can do a simple Dust combo or go for harder, more optimal Impossible Dust combos.
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.
- Though this is his fastest normal, 2K may be the preferred link in certain situations where its superior range is necessary.
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 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.
- 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 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
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, 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.
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. Is a projectile. If j.D makes contact with another projectile, j.D's hitbox immediately disappears. Cannot perform a second j.D until first j.D disappears.
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.
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 in combos where the S version doesn't work.
- 2F FRC point at 25~26F, same visual cue as S version.
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, just as Ky flourishes to unleash the attack.
- 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.
Additional Frame Data: 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, just after the projectile begins to fly. Slightly later than H version.
- FRC restores air options.
Additional Frame Data: 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, as soon as the projectile begins to fly.
- FRC restores air options.
Additional Frame Data: 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, just as Ky flourishes to unleash the projectile.
- 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.
Additional Frame Data: 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.
Additional Frame Data: 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
Additional Frame Data: 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.
Additional Frame Data: Strike invincible 1~10F. Floats opponent on hit (untechable for 45F). Can cancel into Lightning Javelin from 15~33F
Grand Vapor Thrust
214S
Additional Frame Data:
Slash Through
Vapor Thrust -> 214K or Grand Vapor Thrust -> 214K
A follow-up to Vapor Thrust, primarily used for combos. Can also be used as a last ditch attempt to avoid being DP punished.
Additional Frame Data:
Needle Spike
236K(Air Ok)
Additional Frame Data
Greed Sever
236[K]
A large overhead that ground bounces the opponent on hit, 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. It's also good for beating answers to Ky's pressure that aren't fuzzy block or simply blocking, especially if they're trying to poke out of your pressure.
- Though it starts up fast (18f), it doesn't hit crouching opponents until later (roughly frame 24, earlier on larger characters).
- Loud and obvious visual/audio cue, so it's harder to hit than its startup implies.
- Can hop over low hitting moves and even low projectiles like Sol's Gunflame.
- Crosses up if done at point-blank range.
- On CH, it floats opponents higher and is completely untechable, opening up more combo routes.
- Often made safe with RC > 2P
Additional Frame Data 85% initial proration. 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 medium sized crouching opponent is 24F (tested on Sol), startup to hit a large sized opponent is 21f (tested on Potemkin).
Crescent Slash
214K
Additional Frame Data:
Elegant Slash
623P
Additional Frame Data:
Force Breaks
Lightning Sphere
Charged Stun Edge -> 214D
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 high damage combos. Commonly used after 6k to confirm into a combo or reset pressure. Often you can catch an opponent reacting to the startup of 236D and attempting to jump over it with this attack.
- Vacuums opponent.
- Must be blocked with FD in the air.
- Can be cancelled into Charge Drive.
Additional Frame Data Untechable for 25F. Hitstop 7F. Total length 43F. Can cancel into followup (Charge Drive) from 30~36F
Charge Drive
Lightning Sphere -> 46D
Finishing blow followed up from Lightning Sphere. Deals a high amount of stun and blows the opponent away. Wall Sticks 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
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.
- 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.
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
Lightning Strike
222D
A strike of lightning,
Additional Frame Data
Overdrives
Ride the Lightning
632146H (Air OK)
An expensive reversal and combo tool that has limited uses. It starts up exactly as fast as 623H, so it's a bit slow, but it moves horizontally rather than vertically so it will beat many options that are used to beat 623H. If TK'd, this move can be used in combos against airborne opponents.
- Invulnerable only through the startup and bit into the actual attack, will not move through projectiles.
- The aerial version can be used in combos if done as a low air juggle.
- FRC is good for staying safe on block or starting combos, but this is an expensive tactic at 75 meter + tension cooldown.
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
623146P (Air OK)
Usually used to add damage to combos. A common route is to use it after 2D. It's very plus on block which can allow you to reset pressure, but the meter cost is significant.
- While it is +13 on block, it's more meter efficient to use Lightning Sphere or Stun Edge FRC to reset pressure.
- 2D > 236236P is a bit character and distance specific, it isn't a totally stable combo.
- On some characters and distances, you can link 6H after 236P236P.
- FRC point at 13~14f.
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). This trick is rarely used.
Additional Frame Data Untechable for 30F. Hitstop 0F
Instant Kill
Rising Force
During IK Mode: 236236H
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 Motion
Additional Frame Data IK mode activation: 46F
Colors
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.
External References
- 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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