GGACR/Ky Kiske/Combos: Difference between revisions

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!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
|-
| (5K/2K) > c.S > 5H > 2D || any || ?? || ?? || all || {{clr|1|Very Easy}} || 2D > 236D will set up basic okizeme
| (5K/2K) > c.S > 2D || any || 51 || 7.92 || all || {{clr|1|Very Easy}} || 2D > 236D will set up basic okizeme
|-
|-
| 6P > c.S > 2H > 623H~H || any || ?? || ?? || all || {{clr|1|Very Easy}} || Anti air
| 6P > 2H > 623H~H || any || 96 || 13.68 || all || {{clr|1|Very Easy}} || Anti air
|-
|-
| 214K > c.S > 2H > 623H~H || any || ?? || ?? || all || {{clr|1|Very Easy}} || Greed Sever confirm
| 214K > c.S > 2H > 623H~H || any || 91 || 20.88 || all || {{clr|1|Very Easy}} || Greed Sever confirm
|-
|-
| (5k/2K) > c.S > 6K > 236D~4D > 2K > 2D || any || ?? || ?? || all || {{clr|2|Easy}} || 25 meter, Feel free to choose a different ender after the sphere connects, like a 6K link, or a Stun Dipper ender
| (5k/2K) > c.S > 6K > 236D~4D > 2K > 2D || any || 106 || ?? || all || {{clr|2|Easy}} || 25 meter, Feel free to choose a different ender after the sphere connects, like a 6K link, or a Stun Dipper ender
|-
|-
| (5K/2K) > c.S > 6K > 236D~4D > 4~6D || any || ?? || ?? || all || {{clr|2|Easy}} || 50 meter, big damage
| (5K/2K) > c.S > 6K > 236D~4D > 4~6D || any || 138 || ?? || all || {{clr|2|Easy}} || 50 meter, big damage
|-
|-
| c.S > 2H > 623H~S > 66H > 2H > 623H~H || corner || ?? || ?? || all || {{clr|2|Easy}} || VT loop, you can start this off of anything that puts the opponent in the air(214K, Throw RC, etc.)
| (5K/2K) > c.S > 2D > 236236P || any || 103 || ?? || all || {{clr|2|Easy}} || 50 meter, 236D after for oki
|-
|-
| c.S > 2H > 623H~S > 2H > 623H~S > 66H > 6K || corner || ?? || ?? || all || {{clr|2|Easy}} || VT loop alternate end, keeps them deep in the corner
| 214K > c.S > 2H > 623H~S > 66H > 2H > 623H~H || corner || 125 || 35.76 || all || {{clr|2|Easy}} || VT loop, you can start this off of anything that puts the opponent in the air(214K, Throw RC, etc.)
|-
|-
| 5K > c.S > 6K > 236D~4D > 4~6D > 6H > 6K || corner || ?? || ?? || all || {{clr|2|Easy}} || 50 meter, big damage into knockdown.
| 214K > c.S > 2H > 623H~S > 66H > 6K || corner || 116 || ?? || all || {{clr|2|Easy}} || VT loop alternate end, keeps them deep in the corner
|-
| 5K > c.S > 6K > 236D~4D > 4~6D > 6H > delayed 6K || corner || 161 || ?? || all || {{clr|2|Easy}} || 50 meter, big damage into knockdown.
|}
|}



Revision as of 06:27, 24 October 2020

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Combo Notation Guide Character Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236+GGD.png becomes 236D.
> = Proceed from the previous move to the following move.
, = Link the previous move into the following move.
-> = Cancel the previous special into a follow-up special.
= After landing.
j = Jump
sj = Super Jump
IAD = Instant Air Dash
CH = Counter Hit
JC = Jump Cancel
SJC = Super Jump Cancel
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
[ ] = Hold input.
(X) = X is optional.
(N) = Attack must deal N amount of hits.
[???]xN = Repeat ??? N amount of times.
[X]or[Y] = Perform series of actions X or Y.
AB = A.B.A
AN = Anji
AX = Axl
BA = Baiken
BR = Bridget
CH = Chipp
DI = Dizzy
ED = Eddie
FA = Faust
IN = I-No
JA = Jam
JO = Johnny
JU = Justice
KL = Kliff
KY = Ky
MA = May
MI = Millia
PO = Potemkin
RO = Robo-Ky
SL = Slayer
SO = Sol
HOS = Order Sol
VE = Venom
ZA = Zappa


Template

NOTE: This page is currently under construction! You can find some combos here in the meantime:
http://www.dustloop.com/forums/index.php?/forums/topic/177-ky-kiske-infocombos-thread-accent-core/&do=findComment&comment=24520
http://www.dustloop.com/forums/index.php?/forums/topic/6912-r-ky-combos-and-what-hits-who/

Combo Position Tension Gain Works on: Difficulty Notes
combo transcript where Net Gain who Very Easy
combo transcript where Net Gain who Easy
combo transcript where Net Gain who Medium
combo transcript where Net Gain who Hard
combo transcript where Net Gain who Very Hard

Combo List

Taken from the Above Thread: "Just some testing I've done."

  • GS = Greed Sever 214k
  • SD = Stun Dipper 236k
  • 5h>GS is a new combo on standing in +R, usually started with 5k for the low. Almost always has to start with run momentum very close to the opponent.
  • 5h,6k loop is on airborne only. Corner only. Tested with Throw FRC Run 5h and GS 5h,6k.
  • Throw FRC 6h worked in AC, but is much easier on more of the cast, and 6h loops do much better damage now and less guard bar reduction.
  • 2d>Stun Dipper is something I use when possible for greater corner carry distance and other options.
Character 5k,5h>GS 5h,6k loop Throw FRC,6h 2d>SD Comment
A.B.A. NO 1 NO NO
Anji YES 1/2 hard YES NO
Axl YES 1 YES* NO Hard, probably 1F
Baiken NO 1/2 hard YES YES* Max range
Bridget NO 3 YES YES* Max range
Chipp NO 1* YES NO 6k>SD misses
Dizzy NO 1* YES NO Hard; very low
Eddie YES 2 YES NO
Faust NO 1 YES NO* 2d jump j.k works; fun.
HOS YES NO NO NO
I-No NO 1/2 hard YES YES* Max range
Jam NO 2 YES NO
Johnny Yes 1/2 hard No NO
Justice YES 1/2*/3* NO NO Starts high, higher than GS bounce/5h,6k>GS x3
Kliff No 3 Yes Yes* Max Range
Ky NO 1 YES* NO No wall bounce mid screen
May NO 3 YES YES* Easy
Millia NO NO YES YES* Easy
Potemkin YES 1/2* NO NO Starts high, higher than GS bounce
Robo Ky NO 1 NO NO
Slayer YES 1 YES* NO No wall bounce mid screen
Sol YES NO YES* NO No wall bounce mid screen
Testament YES 2 YES NO
Venom YES 1/2 hard YES NO
Zappa NO 1/2(hard)/3* YES NO 5h,6k>GS x3
  • Entries listed in DarkKhaki are either optional or situational.

Standard Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
(5K/2K) > c.S > 2D any 51 7.92 all Very Easy 2D > 236D will set up basic okizeme
6P > 2H > 623H~H any 96 13.68 all Very Easy Anti air
214K > c.S > 2H > 623H~H any 91 20.88 all Very Easy Greed Sever confirm
(5k/2K) > c.S > 6K > 236D~4D > 2K > 2D any 106 ?? all Easy 25 meter, Feel free to choose a different ender after the sphere connects, like a 6K link, or a Stun Dipper ender
(5K/2K) > c.S > 6K > 236D~4D > 4~6D any 138 ?? all Easy 50 meter, big damage
(5K/2K) > c.S > 2D > 236236P any 103 ?? all Easy 50 meter, 236D after for oki
214K > c.S > 2H > 623H~S > 66H > 2H > 623H~H corner 125 35.76 all Easy VT loop, you can start this off of anything that puts the opponent in the air(214K, Throw RC, etc.)
214K > c.S > 2H > 623H~S > 66H > 6K corner 116 ?? all Easy VT loop alternate end, keeps them deep in the corner
5K > c.S > 6K > 236D~4D > 4~6D > 6H > delayed 6K corner 161 ?? all Easy 50 meter, big damage into knockdown.

Throw Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
Throw RC(FRC) > 66c.S > 2H > 623H~H > 2P > c.S > 2H > 623H~H any ?? ?? all Easy
Airthrow > 2P > c.S > 2H > 623H~H corner ?? ?? all Easy

Counter-hit Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
6P CH > 6H > 6H > 662P > c.S > 2H > 623H~H any ?? ?? all Easy

5D Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
5D JC > j.S JC > j.S JC > j.S > j.H > 623H~H any ?? ?? all Very Easy
5D JC > j.H JC > j.S JC > j.S JC > j.S > j.H > 623H~H any ?? ?? all Easy
5D JC > JC > j.S > c.S > 2H > 623H~H any ?? ?? all Medium Impossible Dust combo

Combo Theory

Video Examples

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