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[Xrd] King Ky - Combo/Setup Listing and Discussion

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If it's really close you can do 6HS > c.S > 6K,  2K > 2D > 236D instead. That way you get the guaranteed DC CSE oki and don't have to worry about spacing for stun dipper or microdashing the sweep. I'd rather end with sweep > seal anyway, since it feels like people can just upback DC CSE after stun dipper unless you spend meter to YRC it.

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uhhh if you ciel slide properly they can't upback out of it, they can fd jump out of it but they put themselves in a situation shittier than just ibing the sword

 

.........anyways you should just vt loop into ciel off 6hs in the corner 

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What's your guys' favorite jump cancel D mixups?

 

Been trying to figure out crossup/side switch air dash setups.....for example

 

2K < 2S < 2D < jump D ----->  air dash S/HS or ------> midair S/HS......so on so forth.

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I've been fooling with jump cancel from 2D, j.D, then instantly throw out an air stun edge(S), yrc into either forward or back dash depending on the opposing characters options or how I want to mix them up. It can catch some more things than just j.D but of course it costs meter.

There also the option of j.D, double jump forward into whatever. It would be really nice if j.S still has its awesome hitbox.

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I've been getting people with basic stuff like j.D < YRC then 5K or Greed Sever but it's always good to try different things.

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I've been getting people with basic stuff like j.D < YRC then 5K or Greed Sever but it's always good to try different things.

 

I can't believe i never thought of doing that.  It's a good thing i asked.  Thanks for your guys' input.  The YRC trick i'll definitely mess with, that seems too good not to abuse.

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How do I consistently get 2D after 236D stagger? Shit seems completely random to me. 

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Spacing and location.  Let's take this for an example:

 

5K 5S 6K 236D 2D 236K

 

If you're not point blank range when you start, your 2D will whiff on the entire cast and you'll just have to go straight for Stun Dipper.  If you're in the corner, sometimes you don't get a 2D at all thanks to hitboxes (hi Bedman).  Some characters auto-fall out of the second hit of Stun Dipper (Axl).  And then some characters end up landing face up, popping up immediately, and you don't get to set up your oki with that ender (Pot). 

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So basically I should just go for Stun Dipper ender, then?2

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You can do a dash 2D to hit at max range usually. Even if you are a bit late, many people can't mash hard enough to break stagger AND block low at the same time so usually if you drop the combo you'll get the sweep anyway.

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Haven't been playing video games as much as I'd like to, but still working on my Ky. Decided to write the dmg values of the combos I can do reliably. I find knowing that, and adding strategic notes helps one figure out what tools are more worthwhile to practice. I'm still total butt at execution but this is all I have from the list in the first post:

Ky Combo DMG (vs. Sol)

 
Mid-Screen:
 
Low Starters -
5K > c.S > 2S > 2D (67 dmg)
5K > c.S > 2D > 236D (74 dmg// better positioning in corner)
 2K 5H 6K 236D 2D 236H (91 dmg)// 236H doesn't combo, but controls space)
 
Overhead Starters -
GS > c.S > 2H > HSVT (88dmg)
GS > c.S > 2H > j.S > JC > j.S > j.HS > HSVT (122 dmg)
 
Throw Starters -
Ground Throw > RC > GS > c.S > 2HS > JC > j.S > JC > j.S > j.H > VT (118 dmg)
Ground Throw > RC > c.S > 2H > 623H > c.S > 2H > 623H (117 dmg)
 
Right now I'm trying to add a damaging corner throw to my tool set but the timing is killing me at the moment lol. After that I'll look into dust combos so I have two overhead choices, and don't have to always rely on GS for that.

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Also, been trying corner throw combos for a while today. I can't get this one to work properly:

Throw > RC > GS > 2HS > HSVT > 2HS > HSVT > c.S > 236D (121dmg before 236D connects)

Any HSVT sometimes comes out as CSE, and the second 2HS often comes out as CSE, but I know that's just me. T_T

I've completed the whole combo twice though, except the c.S > 236D always seems to fail to connect at the end. Anyone else get it to work? Does it leave you in a position to DC and lock a person in place for mix ups?

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Corner 5K into GS comboes ending in Ciel knockdown.

Axl:5K>5S>214K>2K>6P>2H>623H>2H(2hit)>236D=135 damage
Bedman:5K>5H>214K>5K>5S>2H (2hit)>214K>623H>5S>236D (132 damage)
Chipp:Does not work
Elphelt:Does not work
Faust:Does not work
I-no:Does not work
Ky:Does not Work
Leo:Does not work
May:Does not work
Millia:Does not work
Potemkin:5K>5H>214K>2K>5S>2H>214K>623H>5S>236D (129 damage)
Ramlethal:5K>5H>214K>5S>2H(2hit)>623H>2H(2hit)>623H>5S>236D (169 damage)
Sin:5K>5H>214K>2K>5S>2H>623H>2H(1hit)>236D (135 damage)
Slayer:5K>5S>214K>2K>5S>2H>214K>623H>2H(2hit)623H>5S>236D (135 damage)
Sol:Does not work
Venom:5K>5H>214K>2K>5S>2H>623H>2H(2hit)>236D (141 damage)
Zato:5K>5S>214K>2K>5S>2H>623H>2H(1ht)>236D (131 damage)


On Sin you need a lot of run momentum so it's pretty worthless on Sin IMO.
Axl, Slayer and Zato CAN be hit by 5K>5H>214K but it requires heavy run momentum. Stick with 5S it's way more stable.
Zato likely has a better combo out there I just didn't find it.

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5K > c.S > 6K > 236D > 2D > (DC) SE > Dash 3HS > GS > 2HS > HSVT > c.S > 236D

 

5HS > 236D > (DC) SE > Dash 2HS > 236D > (DC) SE > Dash c.S > 2HS >HSVT

I'm having trouble with those combos. I can't get the (DC) SE to connect in either combo, as both versions seem to take too long to come out. Any idea what I might be doing wrong?

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For the first one, it looks a lot more like 2D xx (DC) SE.  It'll look more like 2D36236P.  I use 2D > Sacred Edge by itself from time to time to close out rounds, or a short combo into it.  Once you get used to the cancel timing, it should come out a lot easier.

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5K > c.S > 6K > 236D > 2D > (DC) SE > Dash 3HS > GS > 2HS > HSVT > c.S > 236D

 

5HS > 236D > (DC) SE > Dash 2HS > 236D > (DC) SE > Dash c.S > 2HS >HSVT

I'm having trouble with those combos. I can't get the (DC) SE to connect in either combo, as both versions seem to take too long to come out. Any idea what I might be doing wrong?

The first combo, you can substitute 5HS xx (DC) Sacred Edge (which may do more damage anyway) instead of doing 2D xx (DC) Sacred Edge.  The knockdown isn't necessary in that combo because what you're trying to aim for is a wall stick, anyway.  Plus against heavy characters, the 2D xx Sacred Edge might not connect.

Best variation of this combo (as far as I've personally seen, close to the corner) is probably 5HS > 6K > 236D > 5HS xx (DC) Sacred Edge, micro dash 5S, 2HS (2 hits), HSVT.  Substitute 5HS in the beginning for 5S if you can't get the timing down and the damage would still be relatively the same.  You can basically transition into this combo if you land a meaty 6HS as an oki and you're near the corner.

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5K c5S 5H/f5S 236K RC dash 214K c5S 2H 623H will, from opponent in starting position, carry to corner for a second c5S 2H 623H. Is there a better carry combo after the RC here? 5H/f5S is depending on spacing which will hit. I didn't see this listed, the only 236K RC combo I saw was 236K RC 214K 5S 236D.

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Someone can tell me if this works with everyone or not or if its been talked about before but Vs Sol you can do some wonky stuff with dust:

In corner

CH 2HS > j.D > j.S > land > 2HS > 623HS > 2HS > 623HS > 5S > Ciel

Mid screen:

CH 2HS > s.D > 5P > 5S > 623HS > Sacred Edge > Etc

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Super-stylish (Potemkin only) "Triple Split Seal" combo:

Throw (in corner) RC, Greed Sever, 2HS (one hit) xx Split Seal, 2HS (two hits) xx Split Seal, 2HS (two hits) xx Split Seal.  116 Damage!

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Nah that's not Potemkin only. You can do it on most of the cast actually. I can give you a full set tomorrow I guess. Leo version is the easiest and is 2,2,2 variation. (2 hits of 2H each time)

 

But yea there are some super stylish 2H>Ciel stuff in the corner.

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double ciel enders are actually the best in terms of frame advantage+damage like dust combos on lightweights with it etc

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Corner Throw RC comboes

High Damage Ciel enders:
Axl:Throw>RC>5S>2h(2hit)>623H>2H(2hit)>236D>2H(2hit)>236D-135 damage
Axl:Throw>RC>5S>2H(2hit)>623H>5S>2H(2hit)>623H>5S>236D-135 damage
Axl:Throw>RC>5H>236D>2H(2hit)>214K>623H>5H>236D-141 damage
Bedman:Throw>RC>6P>2H(2hit)>623H>5S>2H(2hit)>623H>5S>236D-117 Damage
Chipp:Throw>RC>5S>2H(2hit)>623H>2H(2hit)>236D>2H(2hit)>236D-168 damage
Chipp:Throw>RC>2H(2hit)>623H>5S>2H(2hit)>623H>5S>236D-166 damage
Chipp:Throw>RC>5H>236D>2H(2hit)>214K>623H>5H>236D-174 damage
Elphelt:Throw>RC>5S>2H(2ht)>623H>2H(1hit)>236D>2H(1hit)>236D-125 damage
Elphelt:Throw>RC>5S>2H(2hit)623H>2H(2hit)>623H>5H>236D-132 damage
Faust:Throw>RC>5H>236D>2H>214K>623H>5H>236D-137 damage
Faust:Throw>RC>5S>2H(1hit)>623H>2H>623H>5S>236D-127 damage
I-no:Throw>RC>5S>2H(2hit)>623H>2H(1hit)>236D>2H(2hit)>236D-132 damage
I-no:Throw>RC>5S>2H(2hit)>623H>2H(2hit)>623H>5H>236D-135 damage
Ky:Throw>RC>5S>2H(2Hit)>623H>2H(2hit)>236D>2H(2hit)>236D-133 damage
Ky:Throw>RC>5H>236D>2H(2hit)>214K>623H>5H>236D-138 damage
Leo:Throw>RC>44>2H(2hit)>214K>2H>623H>2H(2hit)>236D>2H(2hit)>236D-133damage
Leo:Throw>RC>5H>236D>2H(2hit)>214K>2H>623H>5H>236D-139 damage
May:Throw>RC>5S>2H(2hit)>623H>2H(2hit)>236D>2H(2hit)236D-135 damage
May:Throw>RC>2H(2hit)>623H>5S>2H(2hit)>623H>5H>236D-137 damage
Millia:Throw>RC>5S>2H(2hit)>623H>2H(1hit)>236D>2H(2hit)>236D-152 damage
Millia:Throw>RC>5S>2H(2hit)>623H>2H(2hit)>623H>5H>236D-157 damage
Potemkin:Throw>RC>6P>2H(2hit)>623H>5S>2H(1hit)>236D>2H(1hit)>236D-115 damage
Potemkin:Throw>RC>2H(2hit)>236D>2H(2hit)>214K>2H>623H>5S>2H(2hit)>236D-120 damage
Ramlethal:Throw>RC>5S>2H(2hit)>623H>2H(1hit)>236D>2H(2hit)>236D-131 damage
Ramlethal:Throw>RC>5S>2H(2hit)>623H>2H(2hit)>623H>5H>236D-135 damage
Sin:Throw>RC>5S>2H(2hit)>623H>2H(2hit)>236D>2H(2hit)>236D-134 damage
Sin:Throw>RC>2H(2hit)>236D>2H(2hit)>214K>623H>5H>236D-139 damage
Slayer:Throw>RC>5H>236D>2H(2hit)>214K>623H>5H>236D-127 damage
Sol:Throw>RC>5S>2H(2hit)>623H>2H(1hit)>236D>2H(2hit)>236D-128 damage
Sol:Throw>RC>5H>236D>2H(2hit)>214K>623H>5H>236D-137 damage
Venom:Throw>R>5S>2H(2hit)>623H>2H(2hit)>236D>2H(2hit)>236D-133 damage
Venom:Throw>RC>5H>236D>2H(2hit)>214K>623H>5H>236D-138 damage
Zato:Throw>RC>5S>2H(2hit)>623H>2H(2hit)>236D>2H(2hit)>236D-139 damage
Zato:Throw>RC>5H>236D>2H(2hit)>214K>623H>5H>236D-145 damage

Corner Throw RC 236D loops (because why not)
Axl:Throw>RC>2H(2hit)>236D>2H(2hit)>236D>2H(2hit)>236D-131 damage
Bedman:Throw>RC>2H(2hit)>236D>5S>236D-94 damage (Can't really loop bedman.)
Chipp:Throw>RC>2H(2hit)>236D>2H(2hit)>236D>2H(2hit)>236D-162 damage
Elphelt:Throw>RC>5H>236D>2H(1hit)>236D-108 damage (Loop is not possible on Elphelt for more than 2 reps)
Faust:Does not work
I-no:Throw>RC>2H(1hit)>236D>2H(1hit)>236D>2H(1hit)>236D-121 damage
Ky:Throw>RC>2H(2hit)>236D>2H(2hit)>236D>2H(1hit)>236D-126 damage
Leo:Throw>RC>2H(2hit)>236D>2H(2hit)>236D>2H(2hit)>236D-128 damage
May:Throw>RC>5H>236D>2H(2hit)>236D>2H(1hit)>236D-132 damage
Millia:Throw>RC>5H>236D>2H(2hit)>236D-136 damage
Potemkin:Throw>RC>214K>2H(2hit)>236D>2H(2hit)>236D>2H(2hit)>236D-117 damage
Ramlethal:Throw>RC>2H(1hit)>236D>2H(2hit)>236D>2H(2hit)>236D-129 damage
Sin:Throw>RC>2H(1hit)>236D>2H(2hit)>236D>2H(1hit)>236D-124 damage
Slayer:Throw>RC>5H>236D>2H(1hit)>236D-102 damage (2H connects after the 2nd 236D but 236D wont follow up again.)
Sol:Throw>RC>2H(1hit)>236D>2H(2hit)>236D>2H(2hit)>236D-126 damage
Venom:Throw>RC>5H>236D>2H(1hit)>236D-109 damage
Zato:Throw>RC>5H>236D>2H(2hit)>236D-121 damage
 

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