Ky breakdown and why he should be banned.

5P - Too fast. Interrupts frame traps with no consequence since it has too fast recovery.



5K - Standing unreactable low. You can't react to the crouch, so you're hit. Always gets a knockdown.



fS - half screen poke with minimal recovery. Best poke in the game for the speed/range/recovery/damage. Can confirm to KD whenever.



2S- Half screen low. Low profile with minimal recovery. Can check your feet whenever without worry. Has no commitment. Low profile and can anti-air.



cS - close range anti-air at super fast speed. Abnormal counter hit hitstun to deter mashing. You can't press buttons vs Ky.



5H - All purpose normal. Insane hitbox that protects him. Very fast. Insane damage and hitstun. Leads to lots of damage and knockdown.



2P - Low profile jab. Does same thing as 5P so Ky player doesn't have to be mindful whether or not he/she is crouching. Just mash jab without concern of the lever.



2K - Fast unreactable low. His 5K also hits low, so no matter with K you press, you get an unreactable low.



2H - Pre-emptive anti-air with no recovery. Has two active frames, so timing is not required. Trade is always in Ky's favor. Can spam this move to form a defensive wall (characters without projectiles can't beat it).



2D - 1/3 screen sweep. Faster than any sweep in the game. Can still set-up into setplay. Huge active frame allows lenient timing so Ky player can throw it out without concern. Low profile and can anti-air.



6K - Pressure reset and frame trap imbued in one move. You can't mash against Ky because of this and cS. He can reset pressure and loop it to crank RISC gauage and then combo you for 60% of your life.



6H - 0 recovery frames. Only active frames and start-up. Defies logic of all fighting game normals. Incredibly plus too, leading to more frame traps and infinite pressure.



5D - delayed overhead as opposed to Greed Sever's fast one. Timing will throw off opponents. Leaves projectile enhancer when whiffed, so there's no consequence to whiffing it.



jP - strong air-to-air



jK - strong anti-air air when he's in the air.



jS - Stronger air-to-air



jH - stronger air to ground but also good air to air and a good anti-air air-to-air because he can air throw you while in the air.



jD - momentum stop in case people try to anti-air him. Leaves active air trap, to protect him if you try to meet him air-to-air.



Stun Edge - fast projectile with different angles. Small size means it's super hard to negate with your own projectiles (or flicking it). It's also very fast and can't be reacted to unless you're half screen away.



Stun Edge (enhanced) - instant laser. Defies universal rule that projectiles should have a set travel speed (it's instant). Because its instant, it can't be reacted to. Have to read how the Ky player will behave with the grinder (enforcing a full screen mix-up in Ky's favor).



Stun Edge H - Slow projectile that deals a lot of chip damage and corner carries the opponent while also cranking gauge. Opponent is forced to eat chip damage or drain their meter to FD. Either way, Ky wins.



Stun Edge H (enhanced) - Same as H but more powerful in every way. Obscures half of the screen with lightning, which camouflages Ky's actions (the only other character who does this is Chipp).



Vapor Thrust - Invincible DP to a character that doesn't need it.



Greed Sever - Unreactable Overhead. 70% life gone if your RISC is cranked up.



Stun Dipper - Unreactable half-screen low. Combo tool that ensures he gets a knockdown into a mix-up when he hits his half-screen normals. Most characters don't get oki off of fS hits without meter. Ky is always guaranteed knockdowns from almost any hits.



Grinder special - combo tool and sets up grinder to force camouflage setplay.



Sword Super - Insant projectile super. Used in everything.



RTL - Forward moving DP. Impossible to dodge.



IK - Fast IK. Recites stupid poem.



Low life - He will sometimes lose his hair bun. Overrides theme with screechy violin. Hurts the opponent's ears.





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