GGACR/Ky Kiske/Combos

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< GGACR‎ | Ky Kiske
Revision as of 04:32, 11 November 2019 by DQRF (talk | contribs) (→‎Combo List)
Combo Notation Guide Character Name Abbreviations
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template: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 [1] very easy
combo transcript where Net Gain who [2] easy
combo transcript where Net Gain who [3] medium
combo transcript where Net Gain who [4] tricky
combo transcript where Net Gain who [5] hard
combo transcript where Net Gain who [6] very hard

Combo List

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
Kliff No 3 Yes Yes* Max Range
Axl YES 1 YES* NO Hard, probably 1F
Jam NO 2 YES NO
Zappa NO 1/2(hard)/3* YES NO 5h,6k>GS x3
Chipp NO 1* YES NO 6k>SD misses
Dizzy NO 1* YES NO Hard; very low
Anji YES 1/2 hard YES NO
Slayer YES 1 YES* NO No wall bounce mid screen
A.B.A. NO 1 NO NO
Johnny Yes 1/2 hard No NO
Millia NO NO YES YES* Easy
Sol YES NO YES* NO No wall bounce mid screen
H.O.S. YES NO NO NO
Ky NO 1 YES* NO No wall bounce mid screen
Robo Ky NO 1 NO NO
May NO 3 YES YES* Easy
Eddie YES 2 YES NO
Testament YES 2 YES NO
Baiken NO 1/2 hard YES YES* Max range
Venom YES 1/2 hard YES NO
Bridget NO 3 YES YES* Max range
Faust NO 1 YES NO* 2d jump j.k works; fun.
Potemkin YES 1/2* NO NO Starts high, higher than GS bounce
Justice YES 1/2*/3* NO NO Starts high, higher than GS bounce/5h,6k>GS x3
I-No NO 1/2 hard YES YES* Max range
  • Entries listed in DarkKhaki are either optional or situational.

Standard Combos

Combo Position Tension Gain Works on: Difficulty Notes
combo transcript where Net Gain who [6] very hard

Throw Combos

Combo Position Tension Gain Works on: Difficulty Notes
combo transcript where Net Gain who [6] very hard

Counter-hit Combos

Combo Position Tension Gain Works on: Difficulty Notes
combo transcript where Net Gain who [6] very hard

5D Combos

Combo Position Tension Gain Works on: Difficulty Notes
combo transcript where Net Gain who [6] very hard

Instant Kill Combos

Combo Position Tension Required Works on: Difficulty Notes
combo transcript where tension required who [6] very hard

Combo Theory

Video Examples

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