Introduction
- Played by: Alan Noon
- Stagger frames: 32
- All of the secret Bison Troopers are tournament legal and share Blade's normals, but have different special and super moves.
To play as Khyber: Highlight Chun-Li, then Honda, then press Down to highlight Balrog, then Up twice to go to Ryu, then Down twice to Balrog, then Up twice from Ryu to Balrog, then Up to highlight Honda, then all three Punch buttons. Balrog will be highlighted exactly four times in this process. The sound of cheering will confirm the character selection. Upon continuing after the end of the match, your cursor will be on Blade. To select the same character again, press all three Punch buttons again without moving the cursor. If you move the cursor you will have to re-enter the code to select Khyber.
Playstyle
Arkane may have Dhalsim's stretchy limbs, but Khyber got his fire. Also, he smokes weed. Khyber is a zoner, but he isn't going to win a fullscreen war against any shotos. Khyber wants to push his opponent into the corner, take a few steps back, and set them on fire every time they try to fight out of that corner. He has access to dollar store Yoga Fire, Yoga Flame, and Yoga Thrust to do this. He also has Blade's Neck Hanging Tree and the Life Shaver Glitch. Overall he's a solid character, but his gameplan leaves little to the imagination.
Play Khyber if:
- You want to stand on top of somebody and not let them press buttons
- You are comfortable playing aggressively for a while until you can chill
- You can build a foundation around three solid moves
Do not play Khyber if:
- You want to do more than play lockdown
- You enjoy complexity in your character choices
- You don't think the jokes are funny
Normals
Standing
s.LP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
s.MP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
s.HP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Reaches far and makes a great poke. Also not a bad anti-air. Throwing this out in neutral and cancelling into any of your fire attacks is incredibly effective.
|
|
s.LK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
s.MK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
s.HK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Crouching
cr.LP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Low
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
cr.MP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
cr.HP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
cr.LK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Low
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Fantastic poke for low-profiling. Puts Khyber very low to the ground.
|
|
cr.MK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Low
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
cr.HK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Low
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
Slides Khyber forward slightly. Deceptive and sneaky. Keeps Khyber low to the ground and knocks down.
|
|
Air
j.LP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.MP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.HP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.LK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.MK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
j.HK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Universal Mechanics
Throws
Shoulder Throw Close b/f+MP or HP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Escapable, Counterable
|
Due to lacking Air Assassin Dagger Khyber can't do the throw loop that Blade enjoys, but it's still a pretty solid throw. Doing Assault Flame after this throw will give your opponent something to stand up into.
|
|
Throw Counters
Throw Counter/Reversal u+MK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
This input and data are for Khyber's opponent after he lands a throw. See Throws for more information.
|
|
Slammaster d+MP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
This input and data are for Khyber's opponent after he reverses a countered throw. See Throws for more information.
|
|
Interrupts
Low Slide During blockstun, standing f+LK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Low
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
Knocks the opponent back and hits low. Very sneaky due to how low to the ground it is.
|
|
Dashing Knee During blockstun, standing f+MK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
Is a bit slower than the Low Slide interrupt, thus can be beat by well timed normals. It doesn't low profile like the Low Slide, but it still has a few uses in certain situations where your other Interrupts might fall short.
|
|
Dashing Assault Flame During blockstun, standing u+MP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
Unlike the other Bison Troopers, Khyber's unique Interrupt is rather good. It comes out decently fast, lasts a while, moves him forward, and has a pretty big hitbox.
|
|
Regeneration
Regeneration Hold LK+MK, release
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Recovers 17 health over 34 frames. See Regeneration for more information.
|
|
Special Moves
Neck Hanging Tree Close [HP]b/f, release HP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Throw
|
Khyber's Command Grab. This move is incredibly useful, and incredibly buggy. While choking your opponent you can mash the joystick in all directions to prolong the choke duration and increase damage. Sometimes the opponent will float backwards while being choked, which can lead to setups afterwards such as the Life Shaver Glitch.
|
|
Assault Flame HCF+P
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
A solid defensive option. The flame stays out for a moment which locks Khyber in place and it has slow recovery, but it also has a huge hitbox that keeps Khyber safe from a lot of things and it knocks down. Often an opponent trying to jump over it and hit khyber will still land on the flame and lose the trade. If blocked it will push the opponent out and make it difficult for them to take advantage of it's slow recovery.
|
|
Assault Blast QCB+K
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
This move is very similar to Assault Flame, but aimed upwards. It also stays out for less time and recovers quicker. A solid anti-air. If you get a good read and catch the opponent early enough, you'll have time to juggle after blowing them out of the air.
|
|
Assault Fire QCF+P
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
A traditional horizontal projectile. It's a little slow on startup, but it travels fast once it gets going, has a wide hitbox, and it knocks down. Opponents will have trouble jumping over it.
|
|
Super Moves
Assault Inferno QCFx2+P
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
This super starts up quickly and stays out for quite a while. It's a lot like a beefed up Assault Flame. If you have meter your opponents need to respect you, because Khyber can toss this out at a moment's notice if they overextend. You can also confirm into this off of a large list of things and even use it in juggles. If that wasn't enough, you can use this for the Life Shaver Glitch.
|
|
Combos
Matchups
Tips
- Play patiently. your goal is to push the opponent towards the corner so you can chill, but you won't do that by attempting rushdown. You don't have the tools for it. Khyber plays his game by slowly inching up, shutting down everything the opponent attempts to do like a wall.
- Once the opponent is cornered, you need to take a few steps back and not stand directly on top of them. Your fire attacks do still have startup and recovery, and if they're blocked at point blank range you're gonna regret it.
- Neck Hanging Tree isn't as vital for Khyber as it is for the other Bison Troopers so it's less important to keep it charged, but it still serves an important purpose so don't forget that you have it.
- After landing Neck Hanging Tree, you can mash the joystick in all directions to prolong the choke duration and increase damage.
- If the opponent is staggering and you have meter, throw out Assault Inferno. If they recover and block it, they'll take a ton of additional chip damage due to the Life Shaver Glitch. Neck Hanging Tree can leave opponents in this stagger state.
- Khyber has a slightly easier time poking out of pressure than the other Bison Troopers. throwing out a button and cancelling it into Assault Fire or Assault Flame does the job. If you have meter and your opponent isn't respecting you, use Assault Inferno to teach them the error of their ways.
- Low Slide and Dashing Assault Flame are very good interrupts so don't be afraid to use them often.
- It's important to let your opponent know that you aren't afraid to spend meter when you have it. If they start hesitating out of fear of eating an Assault Inferno at a moment's notice, it makes your job that much easier.