Ky Normals




Standing Punch

Damage - 8
Attack Level - 1
Length of Move - 5 frames

Although it takes 5 frames to hit, standing punch has no base damage correction. This poke can link into various other pokes, like 2P, K, 2K or 6P, although your opponent will kinda have to let you do that.

Standing Kick

Damage - 12
Attack Level - 1
Length of Move - 5 frames
Damage correction - 80%

Stand kick stays on the screen for 8 frames and it can be linked to 6HS, which makes it a powerful meaty attack, especially if they try to wake up backdash. It also hits low.

Close Slash

Damage - 28
Attack Level - 5
Length of Move - 7 frames

One of Ky's most useful hits, especially in combos. On counterhit it can combo into dust or 6HS.

Far Slash

Damage - 28
Attack Level - 3
Length of Move - 10 frames

A good long reaching poke that will stuff a lot of things from far away. You can hit confirm this and combo it into stun dipper.

Stand Heavy Slash

Damage - 42
Attack Level - 5
Length of Move - 10 frames

On counterhit, it will induce a stagger of up to 47 frames. This is probably Ky's best poke and it can also be used in place of close slash for ground chains.

Dust

Damage - 15
Attack Level - 3
Length of Move - 22 frames

Ky's dust is actually very fast, and there are many different ways to link to his dust. Look for opportunities to land it, although be careful that you don't over abuse it.

Crouching Punch

Damage - 8
Attack Level - 1
Length of Move - 5 frames
Damage correction - 80%

A poke that can link into P, K, 2K, or even 6P. Since it induces a one frame advantage, you can use it to set up throws and counterhits. Very useful.

Crouching Kick

Damage - 14
Attack Level - 1
Length of Move - 5 frames
Damage correction - 70%

Although the damage correction is kinda bad, it is a good poke to use if you're trying to get closer to your opponent, like say off of a CSE.

Crouching Slash

Damage - 25
Attack Level - 3
Length of Move - 10 frames
Damage correction - 70%

A long reaching low poke, but it's kinda slow and the damage correction makes it suck. You can still link dipper off of it though.

Crouching Heavy Slash

Damage - 28/28
Attack Level - 4
Length of Move - 13 frames/15 frames

On counterhit, it will suck opponents towards Ky. Thus, it is actually a surprsing good anti-air as it leads into a VT loop if it hits. Although if you miss, it will suck so use it wisely.

Crouching Dust

Damage - 30
Attack Level - 3
Length of Move - 7 frames

A very quick sweep that also stays out for a pretty long time. Link it into a Sacred Edge for good damage.

Jumping Punch

Damage - 12
Attack Level - 1
Length of Move - 6 frames

Surprisingly good. When you air combo someone and you start with this poke, you can block in time if they try to burst out.

Jumping Kick

Damage - 12
Attack Level - 1
Length of Move - 7 frames

Probably Ky's highest priority air move. It will combo into j. S and if blocked, you can do a long air block string with lots of j.ps and ending it with a j.S or j.Hs.

Jumping Slash

Damage - 28
Attack Level - 3
Length of Move - 7 frames

J. S is jump cancelable into another J.S. If you hit with the tip of J. S., it will beat out Eddie's stupid J. K.

Jumping Heavy Slash

Damage - 38
Attack Level - 3
Length of Move - 13 frames

Good reach and good damage but it'll get killed by anti-airs. It's still a good jump in but proceed with caution.

Jumping Dust

Damage - 40
Attack Level - 3
Length of Move - 38 frames

On counterhit, this will launch opponents into the air. This also has an 8 frame recovery period. The dust doesn't come out until the 31st frame. If Ky gets hit before it materializes, the air dust will disappear. Also, you can cancel the recovery by double jumping or hitting your opponent right before you land.

Towards Punch

Damage - 30
Attack Level - 3
Length of Move - 9 frames
1-6 F has upper body invincibility, 7-12F has invincibility from Ky's knee up, Damage correction - 90%

Also known as the Magic Elbow. The invincibility makes it a great anti-air. However, bear in mind that it's only upper body invincibilty, so it may not work all the time.

Towards Kick

Damage - 36
Attack Level - 4
Length of Move - 19 frames

6K is used to extend your block string and it links off of a lot of things. However, you don't want to use it too often as your opponent can do something before they block the kick.

Towards Heavy Slash

Damage - 36/36
Attack Level - 5
Length of Move - 23 frames

Landing it successfully causes the opponent to crouch. It's a good poke to use on your opponent's wakeup as you can add block strings to it or even bait wakeups.

Back
Pictures borrowed from Kamoserio.