Yeah, Ky has multiple ways out too. RTL has invinciblity at start up I think, and is multi-hitting.
Also, he might be able to stun dipper, since it’s low, hits twice, and has nice priority. But I doubt it, I haven’t played Ky in ages.
Also, Chipp’s uppercut thing is hella fast, so that needs to be taken into account too. I wonder if he could teleport out 
Also, more also’s, damn, I remember CB saying something about parrying it if it wasn’t timed perfect. The flame kick thing, if it hits anything, can be canceled into the upwards corkscrew kick, moving her out of the way. Maybe the timing would be strick. I don’t really know.
Also, doesn’t Chipp’s one super have an ass-ton of invinciblity frames at the begining?
Hrm. Anyways, the point is, a LOT of char’s CAN’T get around it. IE, May, Zappa, and what not. Or at least, I don’t have obvious answer’s for them.
My only real solution was attempt to trade with the monster, thus lessening the damage you take, and giving you another chance hopefully.
Still, to be a winner 
Anyways, I still don’t see why people have such a hard time with Eddie. I have a tough time because of invite hells and the floating, since it’s out of Slayer’s normal ground-to-air range.
But I mean, a mobile char like Jam or Sol shouldn’t have too much trouble, and a projectile whore like Bridget or Venom should be able to keep him distanced. Why does Milla stand a chance with him?
Also, Bridget can escape if he has a yo-yo out, if it’s behind Zato, since pulling it in will hit Zato and interupt the combo. love
Also, me and my killing machine would convince Zato to stop the combo probably if you got it off upon wake-up.
-Rob