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Ky Beginner Guide

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WELCOME TO KY TOWN, POPULATION: YOU?

Welcome to the Ky beginner guide. Ky's a very new-player friend character since he's got the standard stuff: fireballs, dragon punches, etc. as well as not being an execution heavy character (like eddie, venom, or i-no).

WHAT DOES HE DO?

Ky is a Jack-of-all-trades kind of character: he can play from afar by spamming Stun Edges, j.D, and Stun Raising (the force break cross); play mid range with his slashes and Stun Edges; play in the air with his air fireballs and his awesome jumping kick; as well as rush down the enemy with Charged Stun Edge (big fireball) and his normal gatlings. He has a dragon punch (which isn't that good, but hey, it's still a dp), and can also knock down the opponent a lot, allowing you to set up okizeme options often. In short, Ky is versatile.

Infamous SoCal Player Dr. Stormlocke created another playstyle known as "Ky The Astronmer" this involves ridiculous use of his PLANET Forcebreak (ground), and CONSTELLATION Forcebreak (air). If done correctly your opponent should bounce between both of them, reminscent of a pinball machine. NOTE: Winners Don't Use Drugs

WHAT DOES HE NOT DO?

Ky deals horrible damage. Under normal circumstances, Ky's damage output per combo is around or under the 150s whereas a lot of the cast can do much more than that. This means that you will have to play smarter for longer if you want to win since you need to hit them with more combos to win and you can get hit by fewer combos and lose. Ky is a Jack-of-All-Trades, which also implies that he is master of none... keep that in mind.

BEFORE YOU BEGIN: Make sure you understand the notations used here at dustloop (like what does 2H > JC > j.S > j.H > 623H mean?). visit the following page and read guilty gear 100/101. http://www.dustloop.com/ggac/index.html. I recommend reading the entire guide, but 100 and 101 should be enough to discuss the stuff I present here.

+=+=+= SUPER BASIC CLIFF NOTES BEGINNER'S STRATEGY +=+=+=

Defensive: If they are far away, use the stun edges (air and ground), j.K, or j.214D and keep the opponent away. If they jump in, use 6P (safest option), planet (236D > 214D), or 2H. At mid range, use 5S.f, 5H, or maybe even 6P to keep them away. Cancel all these moves into fireballs. If they are close to you, mash 2P to get out of pressure.

On Wakeup: Your options are block, backdash, or 623H. 623H doesn't work against everything, so you will have to experiment and find out when to (not) do it. Off the top of my head, don't 623H vs May's 6P, Sol's 2D, Axl's 2K, Bridget's 2K. If you sense a throw coming or a gap in the opponent's attacks, mash 2P.

Offensive: Do combos that ends in knockdown (2D, 236K) so you can keep up pressure. Learn 236K frc so you can do a block string that ends in 236K, FRC, then run up and either continuing pressure or throw. If the opponent blocks your attack string, and you don't want to give them any breathing room, finish your attack string with 236D > 214D to keep them in block stun (it's +8 on block) and run in and continue pressure.

Okizeme: Do a 6H or 236D if you have enough time before the opponent gets up, then run in and keep attacking. If you don't have enough time, nudge your way in with 2P and 2K.

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NORMAL MOVE GENERAL USAGE

It is assumed that you know what Ky's moves look like. Frame data and exact move properties are listed here:

http://www.dustloop.com/data/ac/ky.html

This guide will try to cover when moves are used in general. Character specific information is not especially covered here, but I will use some char specific examples from time to time.

5P: This move is fairly fast (comes out in 5 frames), and is used primarily as a move to help chain together combos. It is also used as an anti air under the right circumstances.

Anti Air: For example, if the opponent is over your head and they're trying to cross you up, a mashing 5P a little can work as an anti air since its hitbox is well suited for this situation (next to ky's head) and it's fast enough where if you mash it, Ky can generally turn around and hit the opponent if he ends up on the other side of you. Generally, use this move as an anti-air if the opponent is too close for you to do a 6P.

Combos: Generally used to finish up air juggles where 5S would not connect, thus, letting the opponent tech out.

5K:

Zoning: This moves doesn't have much range, but it stays out for a surprising amount of time, and can stuff a few moves (like May's 3K and Robo's 2K, which are both moves that are really low to the ground and move forward).

Attacking: Despite the fact that it prorates 80%, it's a good combo starter simply because people get hit by it occasionally. You can also do the same thing like I mentioned in the zoning section and just pause your block string and do 5K > 5S > combo to try and catch the opponent sticking out a normal and netting a hit to a combo.

Okizeme: examles: empty jump, land, 5K; meaty 5K

5S.c: Used in combos and block strings, not much else. Does good damage and raises the guard bar a decent amount, but it's hard to use for anything else since it's difficult to time (you have to do it when the opponent is close to you, which is hard to do if they're not already in a combo or a block string). You have much better moves for all the non-combo situations you would even consider using this move for.

5S.f: Normally used in combos as well as for stuffing enemy jumps. Be careful using this against characters with sliding moves (like Ky's slide, sol's ground viper, etc.), as well as short characters (zappa can run under it and faust can crouch walk forward under it).

Zoning: One common tactic used is to get the opponent in teh corner, and spam this move and stun edges to trap the opponent in the corner while slowly chipping away at him. The 5S.f hits the opponent if they jump, the stun edge allows you to stay close to them after doing a normal hit since doing a projectile attack negates the pushback from normal attacks.

5H: Good damage and staggers on counter hit.

Attacking: This move leaves you at +1 frame advantage on guard so in theory it can be used as a move for resetting a block string and continue attacking, but I've never used it as such since I normally do a stun edge after this (others may disagree with me here though).

Combos: This move is also the primary move used to combo into a Stun Dipper since for some reason, Stun Dipper combos from 5H very easily.

Zoning/Poking: At the right distance (a little over a char length away) it's great at stuffing most moves and netting a counter hit. It's also great if you can hit the opponent with it when they're in the air since you can just run after them and to bait a tech (recovery).

5D: Ky's dust has decent range and a lot of people seem to get hit by it (in America). A lot of times against other beginners, doing something simple like 5K > 2S > 5D will work. As you get better in the game (as well as your opponents), using dust will not be as effective since they will be able to block it. That is not to say they are useless at high level, but the occurance of them is much more rare (maybe once in a blue moon). One common way to hit with a dust is to get a counter hit 5H and gatling into 5D.

It's a pity that damaging dust combos are difficult to do: the Impossible Dust combo does around 134 damage, but it's difficult to do. The normal dust combo does 123 i believe.

Normal Impossible Dust combo: D > homing jump > j.S > JC > dj.H |> S > 2H > JC > j.S > JC > dj.S > dj.H > 623H > H

Normal Dust combo: D > homing jump > j.H > j.S > j.S > j.P > j.S > j.P > j.S > JC > dj.S > dj.H > 623H > H

2P: This comes out in 4 frames, and is Ky's fastest move. Please note that this move prorates to 80% and drops the guard gague quite a bit, so don't expect big combos off this.

Attacking: Also, it leaves you at +1 on block, so use this for tick throw setups. Another common use for this and 2K is to do 2P, run up 2P, run up 2P etc to push them into the corner or go for a tick throw.

Defense: This move is also great for getting out of pressure since it comes out so fast. If you see an opening in an opponent's attack string, do this move and try to just somehow gatling from 2P to 2D somehow and get the knockdown so you can start pressuring the opponent/ keep the pressure up.

2K: A nice combo starter despite the fact that it prorates to 70%.

Attacking: It also leaves you at +0 on block so it's also another okay way to set up tick throws and what not. It can also be used as an OTG hit (Off The Ground) to nudge opponents towards the corner or to stop characters like Robo-Ky and Bridget from using their delay getup options.

Zoning: I sometimes use it to try and stuff enemy pokes and whatnot as well since it comes out fairly fast and can combo into 2S > 2D.

2S: This move has a lot of range for a low move.

Zoning and Pressure: Use it to keep the opponent away if they are running in at you. This move is also used in conjunction with 5S.f and stun edge in the \ corner to stop characters from doing low moves to avoid the fireball as well as possibly hitting hte opponent if they are not blocking low.

2H: This move is unique in that on air hit, it brings the opponent closer to you (like Jam's 2H and Potemkin's 2S). It's a great move that does good damage, and is jump cancelable as well. This move has 3 primary uses:

Combos: if you can get the opponent in the air right in front of you (like hitting the enemy with Greed Sever, a throw FRC, a Stun Dipper RC, and more), the most common things to do is 5S > 2H > JC > air combo or 5S > 2H > Vapor Thrust > Lightning Javelin.

Anti Air/Zoning: If you anticipate the opponent air dashing toward you, do a 2H to stop them dead in their tracks. If the 2H hits, jump cancel the 2H and do an air combo if it hits. If they block it, you can choose to just run in and start attacking them (or maybe even throw them!), or jump cancel the 2H and do a air block string (like mashing j.Ps until you both hit the ground).

Abare/Poking: Abare is a japanese term meaning turning random hits into damage, and this is what 2H is good for. On ground counter hit (or if the opponent is trying to jump away), the opponent is launched into the air, so it's common to see Ky sometimes run up and do 2H to try and catch the opponent sticking out a move, net a counter hit, and follow up with an air combo. Please note that while the opponent is launched into the air, they can tech before they hit the ground (for both air hit and counter hit), so don't just stand there and wait for them to land... start comboing them!

2D aka sweep: This is a very good move with good range (further than 2S I believe), is jump cancelable, comes out pretty quickly, and is also active for a long time. Normally, this move is used to knock down the opponent at the end of a combo, but it is also useful for stopping characters from running in at you (like against Slayer's Mappa Punches) thanks all the active frames it has.

Another common use is after you knock down the opponent with this move, jump cancel it and immediately do an Air Charged Stun Edge (ACSE) or do an j.D as okizeme options.

6P aka elbow: This is Ky's main anti air. Good upper body invincibility, leads into some nice combos, and is a primary setup for his famous 6H loop since 6P causes blowback on counter hit and you can gatling from 6P to 6H. Use 6P on enemies jumping in, but be warned that it doesn't beat everything (for example, it loses to Slayer's j.H and to Baiken's j.S in a lot of situations). If you hit them as anti air, follow up with 5S.c > 2H > combo.

6K: This move has some utility (depending on how tricky/technical you want to be), but the primary use of this is in combos and block strings. This move links to 5K/P and 2K/P, but you should be linking to 2K since it has the most range, does the most damage, and drops the guard bar the same amount as any of the other moves.

Another possible use is that because this move covers distance pretty quickly, some players do something like 6H > 6K in a block string to stay close to teh opponent and keep up pressure. This move leaves you at +4 on block so it's great if you can get the enemy to block it, but since it has so much startup and it brings you close to the opponent, don't do it on its own since the enemy can easily see it coming and hit you before the 6K even comes out.

Random note: if you hit an enemy in hte air with this, it drops them to the ground like a rock.

6H: This move has considerable range, and it staggers for a long time on hit. However, this move is slow as hell, and the only it combos from a counter hit 6P. This move gatlings into any of the S and H moves (except 6H), and is jump cancelable as well. There's a few situations where you should stick out this move:

Okizeme: although it's backdasable, it scares a lot of people since if they get hit, you get to run in and either combo or do a mixup. If they keep backdashing it, try doing it a little later to catch them after the invincibility frames of thei backdash. Also, try to do this from further away so you don't get hit by wakeup invulnerable moves like Volcanic Viper and some supers.

Combos: if you can hit them in the air with 6H and the distance is right (experiment and find out!), you can link a few 6Hs in a row! This isn't THAT hard to do, but you will have to practice to get it. This is known as the 6H loop.

Long range poke: Since this move has good range, you can hit hte opponent wit hit from fairly far away, stopping any advancing enemy or giving you an opprotunity to jump cancel 6H and advance. Enemies can see this coming from a mile away though, so don't do it all the time.

j.P: Short range, and Use this in an air block string since you can gatling j.P to j.P and do this till they hit the ground. Also used in most air combos since it combos to and from j.S.

j.K: A great air vs. air move since it beats so much stuff in the air and leads to Ky's standard air combo. This is your go-to move under almost all air vs. air circumstances. Use it as a way to stop enemies air dashing in on you or to meet an opponent in the air already.

j.S:

Crossup: This move is unique in that it can cross up enemies. Just jump towards the enemy and depending on when you press S, you will cross up the opponent. The concept is exactly the same as Ken's jumping medium kick in Street Fighter 3: Third Strike. Practice it and get a feel for when/where to do it.

Attacking: This is also used to hit crouching enemies, then link into a 2K or something, then ground combo. One common mixup tactic used is to jump, wait until close to the ground, air dash, and hit the opponent with j.S > j.H |> 2K > combo. Another common tick throw setup is j.S > j.P |> run up throw.

j.H: This move hits a little above, a little below and a lot in front of Ky.

Zoning: Since j.H covers a lot of space in front of Ky, do it to stop enemies from randomly air dashes in.

Okizeme: I've seen it used on okizeme as a mixup (between doing a j.H and a whiffed j.H into a standing kick).

j.D: Ky creates an electric cross in the air that stays out for a little bit. Knocks down the opponent on ground hit and disappears if Ky gets hit. This move also freezes Ky in the air as he does the move and the cross doesn't go active until a little bit afterwards, so don't do it haphazardly. Mind the ground recovery of this move, however, if you double jump after doing this, you don't suffer from the ground recovery! Use j.D as:

Zoning: do it far away from the opponent to stop them from advancing since getting hit by it means you get to do a big damage combo.

Okizeme: Knock the opponent down, jump forward, lay a cross, and jump up or back to do a cross cross-up! It's difficult to do, and I can't explain it with words very well, but believe me, it can be done! Don't do this on short characters like Zappa and Faust though, since they will not get hit by it and you might be get hit/thrown.

Ground Throw: Has a FRC point right when the sword hits the ground. This can lead into the standard VT Loop x2. 50% forced prorate. Has a throw range of 43 dots (pixels on the screen). This is the average throw range.

Air Throw: Wall bounces, so in the right distance/height, you can combo the opponent right after air throwing them. 50% Forced prorate though. Has a throw range of 88 dots (pixels on the screen). This is the average air throw range.

Dead Angle Attack aka DAA aka 'alpha counter': Ky does his 6P animation, and it wallbounces. You might be able to combo after this, but they need to be near the corner. Also of note, DAAs can't kill the opponent and when their life is low, the DAA does 0 damage.

MOVING AROUND WITH KY

Ky is average in all regards to his movement abilities. However, some of his normals and special moves grant him some additional manuverability tricks he can use:

j.D: I mentioned this above, but it's worth repeating that this move freezes you in place when you do it. However, I forgot to mention that after you do j.D, you continue moving again at the same speed/direction you were going before you did the j.D.

236K: Ky is very low to the ground during this move, and is used to avoid things like fireballs or even Potemkin's reflector bullet thing! 236K frcs are also a great way to continue pressuring an enemy even after you finish your block string.

j.236S and j.236H: Cancels out your momentum and makes you fall normally. Also note that if you FRC this, you regain your jump options. So you can jump, double jump, dj.236S, FRC, and jump again (or even air dash)! Useful for getting out of sticky situations assuming you can hit your frcs.

j.236D: A wierd momentum thing that happens is if you run, jump over your opponent, then double jump (to change the way Ky is facing), and do dj.236D, you will maintain your horizontal velocity away from the opponent!

**NOT FINISHED/ MORE EDITING LATER :psyduck: **

please correct me if i'm wrong on anything

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SPECIALS, FORCEBREAKS, SUPERS AND HOW TO USE THEM IN GENERAL

Again this is just how to use these moves in general (non character-specific stuff). Frame data and exact move properties are in the same place as the normal move. http://www.dustloop.com/data/ac/ky.html

SPECIAL MOVES

S Stun Edge aka 'slow fireball' (236S): Your normal street fighter styled fireball, so use it as such, meaning use this move as a zoning tool, a block string finisher, and sometimes at mid range, a poke. Keep in mind that a lot of enemies can IAD over the fireball to punish you, so don't be too predictable. On air counter hit and if they're close enough, it's possible to run in 2P > 5S > 2H > combo (or maybe even without the 2P).

FRC point is as Ky's cape touches his legs. Note that this FRC point is sooner than the FRC point on the fast fireball. The FRC is used as a way to continue pressure after something that normally has a lot of recovery, similar to how you sometimes see Sol run up, do a block string, Gunflame, FRC, run up, repeat.

H Stun Edge aka 'fast fireball' (236H):

Your normal street fighter styled fireball, so same general usage rules as slow fireball, but i'd recommend you do this at far range only. Note the timing on this is slower than the S version. The move also comes out a few frames slower and has more recovery. What I've found from using it is that the opponent has a hard time telling if the fireball you just did was a slow or a fast one (even though you can tell really easily if you're doing the move), so don't be afraid to mix it up and catch the opponent off guard.

FRC point is as Ky's cape touches his legs. Note that this FRC point is later than the FRC point on the slow fireball.

S Air Stun Edge aka ASE aka 'close air fireball' (j.236S):

Air fireball that goes at about a 30 degree angle from straight down.

FRC point is right after the fireball comes out. Resets jump options after you FRC it. If you don't, you basically can't do anything until you hit the ground (and there's some recovery once you hit hte ground too). Note that this FRC is later than the other air fireball.

H Air Stun Edge aka ASE aka 'far air fireball' (j.236H):

Air fireball goes at about a 60 degree angle from straight down.

FRC point is right after the fireball comes out. Resets jump options after you frc it. If you don't, you basically can't do anything until you hit the ground (and there's some recovery once you hit hte ground too). Note that this FRC is sooner than the other air fireball.

Charged Stun Edge aka 'CSE' aka 'big fireball' (236D):

Big 3 hit fireball that goes across the screen horizontally but disappears before it goes full screen. So if you and your opponent are on opposite sides of the screen, the CSE will disappear before it hits him. :(.

FRC point is on release (right as Ky flicks his sword away). This move is used as an okizeme option and as a way to start pressuring the opponent.

CSE-FRC glitch: The FRC point for this move is BEFORE the move comes out, so if you jump right after you FRC, the CSE will follow you into the air since it's programmed to come out whever you are, thus creating a CSE that goes across the screen, but high off the ground. To do this, just hold up when you're doing the CSE, then FRC. Use this trick to catch air dashers. This same glitch is used to also to get 2 fireballs on the screen at the same time since although technically, you can only have 1 fireball on the screen at a time, but if you do CSE FRC, then do a second fireball before the first one comes out, you can have 2 fireballs out at the same time. Also note that if you do CSE, then the opponent jumps over you, and then you FRC, the fireball will automatically turn to face the opponent!

Air Charged Stun Edge aka 'ACSE' ake 'big air fireball' (236D):

This fireball does 3 hits like CSE and goes at about a 30 degree angle from straight down. FRC point is on release (right as Ky flicks his sword away). Note that this FRC DOES NOT reset your jump options like the other 2 air fireballs.

The infamous 'shtkn strat' as named by Mike Z: j.236D FRC negative edge a j.236H! If you do this right, Ky will effectively do 2 air fireballs that cover a big part of the playing field. While you won't do much damage off this, I use it to keep the opponent away and catch unsuspecting enemies that try to air dash or jump at me.

Greed Sever aka GS aka 'lightsaber' (214K):

Overhead, also crosses up opponents if done next to them. It's pretty easy to see coming, so don't rely on this too much. It's also good as a zoning move if you can predict that the opponent's going to air dash in at you or stick out a poke with a decent amount of recovery. It can also hop over some low hitting moves as well as over Sol's gunflame! This move gives a lot of tension if it hits, so it's useful for that, but don't use it for big damage since this move prorates 85%. On counter hit, it bounces them really high and is completely untechable, so don't be too surprised if this happens.

Stun Dipper aka SD aka 'slide' (236K):

First hit is low, second is mid. FRC point after the first hit finishes. Practice this (and I should take my own advice :psyduck: )! It's a great way to force the opponent to deal with a mixup since after this, you can run up throw, run up continue pressure, run up overhead, whatever. Be wary that the 2nd hit does not always combo from the first hit. This is distance dependant. However, if the first hit is a counter hit, the 2nd hit is guaranteed to hit them. A lot of opponents like to burst on this move, but if you frc it, you can block the burst and punish them! Another common use for this move is to do a combo that ends in slide then RC, then run up and do 5S.c > 2H > air combo. Another kinda gimmicky use is to do slide, FRC into GS for an overhead which which will surprise first time victims, but they'll catch on pretty quickly.

FRC point is right after the first hit ends.

S Vapor Thrust aka VT aka 'S shoryuken' (623S):

Has less invincibility than H VT, so be aware that you will trade on wakeup against a lot of moves that H VT would beat. This move launches the opponent high into the air, so it's easier to combo a Lightning Javelin after this move if you hit them on the ground with this. On counter hit, it launches them super high and they can't tech all the way. If you do get a counter hit, don't do LJ, land and do 5S > 2H > combo. You can delay when you do LJ (and sometimes you will have to) so you can do it when the opponent's floating right next to you.

H Vapor Thrust aka VT aka 'H shoryuken' (623H):

Has much more invincibility that S VT, but doesn't float the opponent as high (so you can't combo int LJ afterwards on most characters). Also has a 80% prorate, so your combos won't do much if you start with this anyway. Although you can't start combos with this, this is always used in the standard vs. air opponents 5S.c > 2H > VT > LJ since you don't want to lift the opponent into the air a lot since they're already in the air and at the right position for a LJ after a H VT.

Air Vapor Thrust aka air VT aka 'air shoryuken' (j.623S or j.623H):

Used as an air combo finisher. Past that, I suppose you could use it as an air vs. air move, but it's risky, and not really worth it. The lightning javelin follow after this can be FRCed so that's nice.

Lightning Javelin aka LJ (H after any Vapor Thrust):

Not guaranteed knockdown, but pretty close.

FRC point is right before Ky does the backflip. Primary use of the FRC in my opinion is to make your wakeup VTs safe. Say you do a wakeup VT, and they block it/ dodge it. You then do LJ, FRC it and you can block or attack on the way down now. It can also be used to extend the VT Loop.

Lightning Strike aka 'pikachu' (222H on a downed opponent only):

Not terribly useful, but I do it anyway because I think it looks cool :). Basically this is a tradeoff between getting to perform okizeme, or (not much) damage. Tactically, use this if you just want to keep someone away (zappa with raoh, roboky in det mode, maybe potemkin?), or if this will kill someone. If you miss with this move (and believe me, you can), you are in counterhit state for all the recovery. You will miss if you do the move too late and the opponent is in the getup animation when the lighning comes from the sky.

FORCEBREAKS

Lightning Sphere aka 'earth' aka 'shine' aka 'orb' (during Charge Stun Edge, but before the move comes out, do 214D):

Comes out fairly quickly and the opponent must green block (faultless defense) this in the air. This is part of Ky's big damage combo (2D > earth > air combo). There's a decent amount of time where you can enter the 214D motion (though I do wish it were longer). Play around and try to get a feel for how long you can delay this move in order to catch enemies that backdash or jump away.

If you hit the opponent with this in the air, they can tech before they hit the ground so jump up and combo him... don't go for the 5S.c > 2H unless you know you can hit them with it. If the opponent hits you while you're doing this move, then it disappears.

Charge Drive (after Lightning Sphere do 46D):

Costs an additonal 25% tension to do. So after you do Earth (25%) you can spend another 25% to do this (for a grand total of 50% tension). Don't do this. It's not really worth it with few exceptions. If you hit with this, the opponent can't burst (it counts as an overdrive I guess), and it removes a good chunk of their health if they don't green block this move. But I digress... avoid using this unless it's for a kill.

Stun Raising aka 'constellation' aka 'star mine' aka 'ex cross' (j.214D): This move looks just like Ky's j.D, but you hear the forcebreak sound, it's 2 hits, and it stays out for a long time. Please note that while this move is comes out fairly fast, don't do it like it's a j.K. If the opponent hits you before you can get the constellation to come out, then the move does not come out at all and you will have wasted your tension. Another strange case where this move won't come out is if you're falling really fast and you do this move close to the ground, you'll hear the sound effect, your tension gague will go down 25%, and you might even see a forcebreak spark effect, but the cross won't come out because you touched the ground.

Zoning: This move stays out for about 4 seconds and once it's out, it will stay out even if you get hit! On air hit, it launches them into the air and they will get hit twice like a bouncing ball. The opponent must green block (faultless defense) this in the air. If the opponent is trying to get rush in and you get this move out, this severely limits their mobility options since there's no fast way to get rid of it.

Okizeme: A great manuver you can do with this move is to set it above their head on okizeme, then walk up to them and throw. After the throw hits, they will hit the star mine, and you can combo them afterwards. If they get smart and start trying to throw you instead then bait it or do a poke or even do an overhead. The important thing to note here is that the star mine won't go away if they hit you. If they do attack, they will get counterhitted by the star mine, which launches them into the air and you can combo them.

OVERDRIVES

Sacred Edge (236236P):

common combo usage is 2D > sacred edge > combo. Not very meter effecient and doesn't work at all distances/characters. It's best taht you don't do this and go for the 2D > earth combos instead since it costs less meter and you do similar amounts of damage. If you keep getting sweep > CSEs when trying to do this combo, try doing 2[D] 236236P ]D[ so you don't accidentally do a CSE after the sweep.

FRC point is around where Ky bends his knee after throwing the sacred edge. I dunno for sure... i never use this move.

Ride the Lightning aka RTL (632146H):

Has invulnerability on startup, but if they block it, kiss your ass goodbye. Don't use this move much (if at all) since the consequences are grim if you miss.

Air Ride the Lightning aka 'air RTL' (j632146H):

Has invulnerability on startup and only has 3 frames of recovery on landing (you're vulnerable all the way to the ground though)! Try to TK this move so you hit the ground and recover sooner.

** WARNING: NOT FINISHED/I MAY BE WRONG ON STUFF**

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THE FLOW OF THE MATCH, COMBOS

Guilty Gear is a very matchup specific game, meaning one strategy will not work vs everyone. The key to victory is to have a gameplan vs. each character. Since this is a beginner's guide, I won't list specific matchups, but just the basic play styles. We have a matchup thread in here, so for specific matchup questions/advice, please look there. Remember, this is only a beginner's guide, so treat this as a starting point and nothing more.

Definition

Far range is defined here as when you're both over 2/3 of the screen's length away from each other.

Mid range as defined here is when you're both between 1/3 and 2/3 of the screen's length apart.

Close range is defined here as having both characters within 1/3 of the screen's length of each other.

KEEPING THEM AWAY

Far Range: Fireballs are the order of hte day here, mix it up between the fast ones, slow ones, and the air ones. CSE will disappear and not hit them if they're on the other end of the screen, so don't use this much since they can air dash over it. However, you can do the CSE-jump glitch to stop any air dashing enemies, so it's still a valid option at times. If they air dash at you, try going for the standard 6P > 5S > 2H > air combo. If you can time it, try to go for a 2H > air combo since that will do more damage and you can jump cancel it. If they block the 2H, jump cancel anyway and hit the opponent with j.Ps till you both hit the ground, then either go on the offensive or try and get out of there and keep up the zoning. If you anticipate an air assault and you're in the air, use j.K since it beats out a lot of air moves. Starmine also works wonders as a zoning tool since it stays out even if you get hit, and you have to green block it in the air.

Mid Range: Don't rely on fireballs as much here since the fireballs have lots of recovery, and can be punished if the opponent predicts it. Again, 6P and 2H can be used here, but you can also use 5H as both an anti IAD move as well as a general poke since it's fast and has long range (comparatively speaking). Starmine here if you can, but be warned that it's a little risky since there's some startup involved. Earth is a great way of keeping them away if they air dash at you or try and poke you. 5S.f and 2S can also be used as a way to stop the opponent from moving if you can get them to stay still long enough. If the opponent has ways of sliding on the ground towards you (like May 3K) try throwing out a 5K to pre-emptively stuff it. At this range, you should be constantly prodding them with attacks like how a cat plays around with a ball of yarn, don't be predictable, prod, poke, fake a poke, etc... don't let them get comfortable. You should be controlling the flow of the opponents movements at this range.

Close Range: At close range, your fastest moves are 2P (4 frames), 2K(5frames) and 5P(5frames). Be wary of abusing these though... otherwise they'll just back off a little then hit you with a move that has more range, knock you down, and then you're back to where you started. You can also do jumping back or backdashing and things like that as well. Or you can block anad try to weather the storm.

GETTING IN

Long Range: Stun Edge FRC run in. Jump forward, jump kick to stop any air pokes, then air dash or air fireball. You can also try doing CSE FRC and run in. Doing air fireball > FRC air dash is a nice way to advance forward. Don't IAD to get in with Ky since all of Ky's air moves are vulnerable to anti air and at IAD height you can't really combo into anything from air to ground (at least I can't, anyone have different expericnes?).

Mid Range: Stun Edge FRC is an option here, and if you can force the opponent to block something with frame advantage (like maybe a 6H, or a CSE), you should be able to run in afterwards.

Close Range: As okizeme options, CSE and ACSE work pretty well as a way to make the opponent block, but don't forget the power of your 5K and a jumping slash crossup (assuming your opponent can't dragon punch you). You also have starmine > throw available to you as an option. As for close range combat in general, I'd say this is char specific, some chars can't do much once Ky gets in (like Dizzy), whereas some chars can stop Ky pretty well (Sol with his 2D). If anyone has better advice here, please let me know.

ON THE DEFENSIVE

America typically has horrible defense, so break the trend and learn to block scrub! :) Learn the opponent's options for when they are attacking you. For example, Eddie's 6K (overhead) can't be gatling-ed from anything, so you need to only look for this move on the first attack (however, he still has his Dust and his jumping > flying shennagins). Anji's normal butterflies can be IBed and then you can backdash or even VT if they're foolhardy enough to run in. So watch videos to learn the standard mixup options opponents have, or check out the other character forums on Dustloop, or best of all play against other people! We have a Ky video posting thread so you can view plenty of videos there, or you can see the Video Posting thread in the Guilty Pleasures subforum.

COMBOS

Ky's combos aren't terribly difficult, but you need to know them to win (just like with any character). Here are the basic combos and their respective situations where they are used. A lot of players change things up depending on the situation, for example, doing combos that give knockdown while sacrificing damage, or vice versa. It's all up to you.

Basic Air combo: This basic air combo is what everyone uses when the opponent is in the air next to them. This is used a lot in combos, so i'm going to write 'basic air combo' in some combos below to signify this.

j.S > JC > dj.S > dj.H > VT > LJ

Sometimes, the opponent can tech after dj.S if the combo's gone on for a long time. I don't have any concrete way of telling if they can and can't tech (well aside from memorization), so trust your instincts with this. If you know you can't hit them with dj.H, just go straight to VT.

VT Loop: The basic VT Loop is 5S.c > 2H > VT > LJ against an opponent who's in the air. Depending on height, distance, and enemy weight, you can do another repetition of this loop. Generally, to get a second loop, the enemy should be near the middle of the screen. After you land and recover from LJ, do a 5K or a 2P into the VTLoop again (or 5S.c > 2H > JC > basic air combo). You will have to get a feel for when you can and when you can't do another repetition of the loop.

If you really want to do another repetition of the loop, FRC the lightning javelin so you can do 2P immediately after landing. Normally there is some recovery due to the Lightning Javelin, but a FRC would negate it.

Sometimes, on lightweights, they can tech after the second loop, though they will only be able to tech close to the ground.

Throw FRC combos:

Throw FRC > 5S > 2H > basic air combo

Throw FRC > run up 5H > greed sever, VT Loop

Vs. Robo-Ky and Ky, don't run up before the 5H, otherwise he can tech before the greed sever can hit him.

Throw>FRC>Combo into SVT>LJ>5S>2H/5H>GS>2 Reps of LJ (Builds 25% Tenion after FRC.)

Throw>FRC>HSVT Loops (2 to 4 Reps.)

Slide RC combos:

A common way to tack on some (potentially a lot depending on how low the guard gauge is already) extra damage is by combing into slide (2nd hit) RC > run up, 5S.c > 2H > normal air combo or VT Loop.

Sometimes you will have to add in a 2P before the 5S.c depending on how far away they are.

Sweep > Earth combos:

2D > earth, run in, 5S.c > 2H > VT Loop > or JC > basic air combo

This combo is distance dependant. If the opponent is too far away when you do 2D, the Earth will hit them OTG and thus not combo. On some characters, the timing on this is very strict regardless of distance (like vs. Ky or Robo-Ky). Sometimes, the enemy will be too far away after the earth to do a run in, 5S.c (and instead you get a 5S.f, ruining your combo). If that's the case, stick in a 2P so you can run in a little more before the 5S.c. If you keep getting 2D > CSE when you do this, do 2[D]36]D[ 214D.

Dust Combos:

Easy Dust combo: D > homing jump > j.S x 3 > (j.P > j.S) x 2 > JC > dj.S > dj.H > VT > LJ. Nothing special here, it just doesn't do much damage. (113). No knockdown

Normal Dust combo: D > homing jump > j.H > j.S > j.S > j.P > j.S > j.P > j.S > JC > dj.S > dj.H > 623H > H. Does 123 damage. No knockdown

Hard Dust combo: D > homing jump > j.H, j.H > (j.S > j.P) x 2 > JC > dj.S > dj.H > VT > LJ.

133 damage. No knockdown.

This is pretty hard, but it does about as much damage as the normal impossible dust combo (maybe a few ponits less). To do this, do the j.H as soon as you leave the ground, then link the second j.H into the first one, then link the second j.H into a j.S. The timing's pretty strict, so be warned.

Impossible Dust combo: D > homing jump > j.S > JC > dj.H |> 5S.c > 2H > JC > basic air combo. 137 damage.

Also pretty hard, and it's very difficult on the lightweights. Hints to do this: when you do the homing jump, hold 8, and once you see Ky recover from the j.S, do 595, then press H. If the opponent is in the corner, instead of doing 595, do 585 otherwise you will whiff the dj.H. If the character is a lightweight, try omitting the 5S.c and going straight for the 2H. Knockdown on everyone IIRC.

Greed Sever combos:

greed sever > VT Loop

greed sever > 5S.c > 2H > basic air combo

Ground Combos:

6P > 5S.c > 6P > 5H > slide

5K > 5S.c > 6K, 2K > 5H > slide or sweep

6H Loop: Looks cool, tensionless, rarely seen. The basic idea is to hit the opponent in the air with a 6H, have them bouch off the wall (due to the hit), then link into another 6H. If they are too high in the air, then they might be able to tech before you can link another 6H though... also if they'er too far from the corner, they won't hit the wall and bouce off it.

6P (counter hit) > 6H, 6H, 6H, 6H...

The most common way to star the 6H loop is to get a CH 6P gatlinged into 6H, then keep linking 6Hs together for 4 or 5 hits. The timing is a little hard to get used to since if you do it too early, you get a 5H instead.

6P (counter hit) > 6H, 6H, 6H > IAD > j.S > j.H > VT > LJ.

Another thing you can do is once the opponent is in air dash range. I try to do this since to be honest, the 6H loop doesn't do that much damage, so i'd rather go for knockdown + tension. Don't feel obliged to go for this everytime though, since it is distance dependant and whatnot.

Further reading: Check out hte Info/Combo thread for some more combos (especially post #4).

Mixup

Crossups: Greed Sever done at close range, j.S

High/Low/Throw mixup:

thanks to lars

so from a 2d (knockdown) link a cse,frc,then dash and

corner and middle screen

-jump do nothing,land hit low

-jump,air attack then link to ground combo if it didn't tuch land and low/high

-jump,air attack(blocked),jc air attack/do ntohing,land hit low/high

-jump delay with air dash s,hs or k,s,land and combo

-jump,delay air dash kick,land and throw (works with every char btw i use it a lot with o-sol)

middle screen

-run and jump forward to pass behind,air dash back,s,hs,k,s,2d and cse frc again to pressure....

-run and jump forward perform a s that makes a cross up land and ground combo

-run and jump forward(u pass behind),do noting,land,k,s,2d

-run and jump forward (pass behind)air dash back,do nothing land and hit low or throw

-run and jump forward(u pass behind) and air dash back higher then usual so u come back and that makes a second cross up and yada,yada (still same princip) yeah cse is that much slow u got time enough

-run and jump forward(u pass behind) air dash back,s,ex air d,land and throw......

Okizeme:

Ky's got a few options for Okizeme, inlcuding CSE, ACSE, 5K (yes, really), j.D, 6H, or the jumping shennagins lars mentions in the second half of his post (assuming you ahve enough time to set it up). I will refer to the second half of lar's suggestions as Run and Jump Oki tactics for the sake of convenience here.

CSE: this is an overall safe option that basically forces the opponent to block on wakeup. Afterwards, you can run up and continually push them towards the corner, or (kinda risky) go for a tick throw.

CSE FRC: now this is where it gets interesting. After doing CSE FRC, you can run up and do what you would normally do after CSE, or you could do Run and Jump Oki tactics.

BEWARE: sol can just grand viper under this (yes, on oki), or even volcanic viper through it. Zappa can run under this (yes even on oki). So beware of these things. Some players will try to slashback the last hit of CSE and then retaliate, so either leave a gap in your rushdown to bait it or start hitting them before the third hit to throw off their slashback timing.

6H: Do 6H > 6K if they're far away and you want to just make them block and let you get close to them. Be warnedthey can slashback the 6K though. Since 6H gatlings to just about everything, you can also consider gatling to any of his other normals to a fireball and basically start a mid-screen poking game. Anothing thing I do is 6H > JC > j.D > air dash in and whatever.

The opponent can backdash this, as well as wakeup dp or super if you're too close when you do it too.

ACSE: Another relatively safe option

j.D: a little on the risky side, but you can cross up with it if timed right. Don't do this vs short crouching chars (like Zappa and Faust) since they won't get hit by the j.D.

Constellation: As explained in the section on Forcebreaks, you can lay this out when they're knocked down, then as they get up, throw them. Be warned that they can throw you or try and do some wakeup move vs you. Also, if you hit them with a throw while the constellation's out, then will get hit by it after the throw finishes, and you can do a 2P > VT Loop afterwards.

5K, 2K, 2P:

GATLING CHART

This is a chart showing all the ways Ky's normals can cancel (aka 'gatling') into each other. If you're curious about what gatlings into what, take a look. This is here just so you can see all your options, and see what works for you.

-------- LEGEND -----------

BLACK = Gatling exists, and will combo

RED = Gatling exists, but it won't combo

GREEN = Jump cancelable

--------------------------

P GATLINGS

  [COLOR="Red"]┌>[/COLOR]6K
  [COLOR="Red"]├>[/COLOR][COLOR="SeaGreen"]2H[/COLOR]
  ├>[COLOR="SeaGreen"]c.5S[/COLOR]        [COLOR="Red"]┌>[/COLOR]6K
  ├>[COLOR="SeaGreen"]5K[/COLOR]          [COLOR="Red"]├>[/COLOR][COLOR="SeaGreen"]2H[/COLOR]
  ├>5H          ├>2K          [COLOR="Red"]┌>[/COLOR]6H          [COLOR="Red"]┌>[/COLOR]j.H
  ├>2K          ├>6P          [COLOR="Red"]├>[/COLOR]6K          ├>j.K
[COLOR="SeaGreen"]5P[/COLOR]┼>2P        2P┼>2P        6P┼>[COLOR="SeaGreen"]2H[/COLOR]       [COLOR="SeaGreen"]j.P[/COLOR]┼>[COLOR="SeaGreen"]j.P[/COLOR]
  ├>5P          ├>2S          ├>[COLOR="SeaGreen"]c.5S[/COLOR]        ├>[COLOR="SeaGreen"]j.S[/COLOR]
  ├>2S          ├>[COLOR="SeaGreen"]2D[/COLOR]          ├>2D          [COLOR="Red"]└>[/COLOR]j.D
  ├>6P          [COLOR="Red"]└>[/COLOR]5D          [COLOR="Red"]└>[/COLOR]5D
  ├>[COLOR="SeaGreen"]2D[/COLOR]
  [COLOR="Red"]â””>[/COLOR]5D
K GATLINGS

  [COLOR="Red"]┌>[/COLOR]6K          [COLOR="Red"]┌>[/COLOR]5D
  [COLOR="Red"]├>[/COLOR][COLOR="SeaGreen"]2H[/COLOR]          [COLOR="Red"]├>[/COLOR][COLOR="SeaGreen"]2H[/COLOR]                                                     [COLOR="Red"]┌>[/COLOR]j.H
  ├>5H          ├>5H                                                     ├>[COLOR="SeaGreen"]j.S[/COLOR]
[COLOR="SeaGreen"]5K[/COLOR]┼>6P        2K┼>6P       6K->no gatlings, special cancelable        j.K┼>[COLOR="SeaGreen"]j.P[/COLOR]
  ├>2S          ├>2S           linkable to [COLOR="SeaGreen"]5P[/COLOR], 2P, 2K, and [COLOR="SeaGreen"]5K[/COLOR]            [COLOR="Red"]└>[/COLOR]j.D
  ├>[COLOR="SeaGreen"]c.5S[/COLOR]        ├>[COLOR="SeaGreen"]c.5S[/COLOR]
  â””>[COLOR="SeaGreen"]2D[/COLOR]          â””>[COLOR="SeaGreen"]2D[/COLOR]
S GATLINGS

    [COLOR="Red"]┌>[/COLOR]6K
    ├>2S                        [COLOR="Red"]┌>[/COLOR]6K
    ├>f.5S        [COLOR="Red"]┌>[/COLOR]6K          ├>[COLOR="SeaGreen"]2H[/COLOR]
[COLOR="SeaGreen"]c.5S[/COLOR]┼>6P      f.5S┼>[COLOR="SeaGreen"]2D[/COLOR]        2S┼>5H        [COLOR="SeaGreen"]j.S[/COLOR]->j.H
    ├>5H          [COLOR="Red"]└>[/COLOR]5D          ├>[COLOR="SeaGreen"]2D[/COLOR]
    ├>[COLOR="SeaGreen"]2H[/COLOR]                        [COLOR="Red"]└>[/COLOR]5D
    ├>[COLOR="SeaGreen"]2D[/COLOR]
    [COLOR="Red"]â””>[/COLOR]5D
H GATLINGS

                               ┌>6K
                               ├>[COLOR="SeaGreen"]2H[/COLOR]
                               ├>5H
  ┌>6K                         ├>f.5S
5H┼>[COLOR="SeaGreen"]2D[/COLOR]        [COLOR="SeaGreen"]2H[/COLOR]-> [COLOR="SeaGreen"]2D[/COLOR]        [COLOR="SeaGreen"]6H[/COLOR]┼>[COLOR="SeaGreen"]c.5S[/COLOR]        j.H->no gatlings, special cancelable
  [COLOR="Red"]└>[/COLOR]5D                         ├>2S
                               ├>[COLOR="SeaGreen"]2D[/COLOR]
                               â””>5D
D GATLINGS

5D->no gatlings, homing jump cancelable on hit        [COLOR="SeaGreen"]2D[/COLOR]-> no gatlings, special cancelable        j.D->no gatlings, no cancels
Are these charts understandable? If not, I'll try to format them a little better

Thanks to Sytha for sending in some combos

please correct me if i'm wrong on anything

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Very good stuff, I was just thinking about doing this myself today, but with more stressing the goodness of 5H and how f.S is not a "good poke" like I've been hearing in places. I agree on pretty much everything. 6k's air hit effects aren't mentioned. Like the WHAT DOES HE DO part lol. edit: Oh also, great work with the links and background information.

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Hey, since the guide seems to be written with players new to GG but not other fighting games in mind (which is a great idea), you might want to explain why it's bad for moves to deplete the guard gauge on hit (you mentioned it a few times) or link to an explanation. Also, you might specify that May's 3K and Robo's 2K are sliding moves, since it's not guaranteed that a new player is going to know right away. Great work though.

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hm... the 6K thing seems pretty useless to me (ending 6H loops with 6K > CSE seems like the most use I can get out of that move), though i guess i should add it in somewhere. The guard gague thing... i know there's an explanation somewhere (trag's old gamecombos explanation thing?), and I'd rather not discuss general system stuff here. Speaking of Trag's old Guilty gear 101/201/301 guide, I really liked it, and If possible i'd like to make that part of the general faq that's in the Foundation.

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DOUBLE POST can someone else start on combos? If possible mention how much damage, and specifics (corner only, special timing issues). I'm working on a gatling chart and adding/proofreading the existing stuff right now

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haha, that's true, i forgot to mention starmine throw shennagins. The air VT vs HPB is char specific (and I'll have to go into detail about how to do it correctly) so i'll save that for a char specific thread

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@shtkn Oh nice gatling chart. but the first one is will be quite confusing for begginer maybe. Maybe because too many arrow on it. But the second and the third is good enough. Just my opinion. But you put so many effort on it. I appreciate it. THX

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It looks good, btw 5S.c can be used as a ghetto anti-air vs very odd crossups where getting 6P out might be confusing as to which way to press, either forward or back. D:

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DAA = Dead angle attack, you use this by pressing forward and 2 buttons while you are blocking. It uses 50% tension and you will here a little noise and you will flash and then attack, it does not damage but it does get people off of you. If you are trying to use this to get out of throws it will not help, you have to be in blockstun for this to activate. So if you try to DAA wen they are coming in for a throw you may just 6p or what ever buttons you hit. Be careful though good players will try to bait the DAA and then get a free combo and waste you meter.

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What I've been thinking of that would be extremely useful is making a chart of what combos to do from Throw>FRC *Insert combo* in order to get a 2 or maybe even 3 rep Since all characters are diffrent weights and sizes some combos makes you get a free rep while others don't Throw>FRC>Dash>6P>5S>2HS>VTHS Throw>FRC>Dash>5S>6P>2HS>VTHS Throw>FRC>Dash>5HS>GS>5S>2HS>VTHS etc etc etc etc I don't have the game myself in order to make something like this but could someone find out which combos on each character would get you a 2nd or 3 reps on them. Thanks

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What I've been thinking of that would be extremely useful is making a chart of what combos to do from Throw>FRC *Insert combo* in order to get a 2 or maybe even 3 rep

Since all characters are diffrent weights and sizes some combos makes you get a free rep while others don't

Throw>FRC>Dash>6P>5S>2HS>VTHS

Throw>FRC>Dash>5S>6P>2HS>VTHS

Throw>FRC>Dash>5HS>GS>5S>2HS>VTHS

etc etc etc etc

I don't have the game myself in order to make something like this but could someone find out which combos on each character would get you a 2nd or 3 reps on them.

Thanks

I have something like that. But it's horribly written and needs the Damage and random notes fixed. But yea... I guess I'll TRY and start getting some of these done tonight. After I sleep. I'm kinda sick-ish. But I'll try and get started tonight. At least on the 5S>6P>2H ones. Since those are the most Basic.

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*snip*

I've been using Pozer's throw>FRC>6P>cS>2HS>super jump>jS>jHS>HVT>LJ and it hardly fails me. Deals damage and gives knockdown. Only main problem I have is against light weights, so yeah then I would do the throw>FRC>dash but eh

/shrug

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Silent Shinobi and Sytha, can you post up/PM me the combos you've written down? I made some blank spots to put down the BnB combos. If you have anything further to add, please let me know. Also, if anyone has any good suggestions about the basic strategy section, they are welcome to take a stab at it. As I was writing it, I had a hard time putting into words what should go there. After this is all done, I'm going to try and start posting up stuff in the matchup thread (and if possible, maybe even change it to how //Jais has the bridget matchup thread set up).

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"Doing air fireball > FRC air dash is a nice way to advance forward. Don't IAD to get in with Ky since all of Ky's air moves are vulnerable to anti air and at IAD height you can't really combo into anything from air to ground (at least I can't, anyone have different expericnes?)." I've been having trouble comboing from air to ground regardless if I try and FRC stun edge. Am I suppose to be close to the ground after the FRC stun edge? Because it's hard to time the airdash close ground for me unless jumping and waiting close to the ground. Even when I do starmine to airdash to j.C I am unable continue the combo. Added to the fact that if I try and do j.C by itself I almost always get hit out of it. But, if I try and add a j.k or j.s before it seems that sometimes it combos sometimes only the j.C's beginning animation appears. Perhaps that has sometime to do with when I start the j.S at the airdash?

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Im not sure exactly what your saying.. But you might be IAD TOO fast or something, or doing your moves to early or something in the air dash. So yea I can only assume you are doing the fireball to high and then air dashing hella high... I dunno this really sounds like a commen sence problem here. I can only thing your timeing distance is off or something. Also im confused starmine(is that ex dust or dust)to iad then JUMP CANCLE?? Well if thats the problem cuz its umm not possible lol... ah... But if you just ment jump dust to iad combo land combo. Well the problem your having trouble comboing that is cuz you cant unless you dust cancle. It wont work normaly. Anyway in general this post confused me.. Im dum though, but I think you forgot a few words here and there cuz something was off about it all.

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haha... My english sucks even though though I'm a native born. Alright after some testing it seems that it doesn't really matter how high the airdash is but rather how close the air S or H is to the ground so I can continue on the ground. Although, I feel I'll get hit out of the air H since I'm delaying it right before I land. And, I did mean 'jump dust to iad air H land combo' um sorry for asking but is dust canceling?

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you take away the recovery of jump dust, you must dust cancle when you land, or else you will awlays have that recovery. Thats why its harder to combo after air dust from iad strings yadda yadda. Like ky has some combos that you have to do it in, say counter hit duck hs, jump dust, Slash, land s/hs something whatever. You have to dust cancle to get those. You can acctualy also jump cancle dust cancle which leads to combo video type stuff like jump sX3, But thats another story I guess.

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