GGACR/Ky Kiske/Combos

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< GGACR‎ | Ky Kiske
Revision as of 05:11, 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

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 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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