GGXRD-R/Ky Kiske/Combos: Difference between revisions

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==Video Examples==
==Video Examples==
 
Ky Corner Dust Combo Examples by SOS Toushi
https://www.youtube.com/watch?v=zhGkgKZMxaY


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Revision as of 12:28, 21 January 2017

Combo Notation Guide
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:2Template:3Template:6GGD.png becomes 236GGD.png.
> = 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.
|> or ▷ = After landing.
j = Jump
hj = High Jump
IAD = Instant Air Dash
CH = Counter Hit
MC = Mortal Counter
(JC) = Jump Cancel
(HJC) = High Jump Cancel
(JI) = Jump Install
(RC) = (Red) Roman Cancel
(YRC) = Yellow Roman Cancel
(PRC) = Purple 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.
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Combo List

  • All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.


For details on Ciel Loops, VT Loops, and Dash VT Combos, see the Combo Theory section.

If you wish to discuss any of the combos listed here, or have any questions, please consult the Ky Discord Server, or (Xrd) Ky Kiske Combo Thread topic on Dustloop.

5K/2P/2K Starter

5K/2P/2K
# Combo Position Damage Tension Gain Works on: Difficulty Notes
_ 5K > (c.S) > 5HS > 2D Midscreen 61 (76) 6% (8%) All [1] Very Easy A basic BnB that ends with a knockdown.
Omit c.S if out of range.
_ 5K > 5HS > 2D > 236D Midscreen 84 12% All [1] Very Easy BnB with Split Ciel knockdown.
_ 5K > c.S > (2S) > 5HS > 236K Midscreen 84 (94) 16% (19%) All [2] Easy BnB with Stun Dipper knockdown.
Opponent must be spaced far for the 2nd hit of 236K to connect.
_ 5K > c.S > 6K > 236D > 662D Midscreen ?? ?? All [2] Easy Use DC CSE after knockdown for a midscreen setup
_ 5K > c.S > 6K > 236D > 662D > 236D Midscreen ?? ?? All [2] Easy Knocks the opponent down far away. From here you can jump in for a safejump, or
use an airdash 50/50 on some characters.
_ 5K > c.S > 6K > 2K > 5HS > 236K Midscreen 100 +21% All [2] Easy For corner carry + Stun Dipper knockdown.

Note: The above are basic combos that can also be started with many other attacks such as, 2P, c.S, or 2S etc.

c.S CH Starter

c.S CH Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
_ c.S (CH) > 6HS > 66c.S > 6K > 236D > 236K Midscreen 169 28% All [2] Easy Less damage, but knockdown.
_ c.S (CH) > 6HS > (c.S) > f.S > 3HS > 214K > hj.S > j.HS > 623HS Midscreen 195 (203) 26% (29%) Everyone but EL,MI [3] Medium Tricky spacing on some characters.

f.S CH or Crouching Starter

f.S CH or Crouching Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
_ f.S (CH) > 3HS > 214K > (HJ) > j.S > j.HS > 623HS Midscreen 157 21% Everyone but El,MI [3] Medium Tricky spacing on some characters

5HS Starter

5HS Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
_ 5HS > 2D > 236236P > 66 c.S > 2HS(1) > 214K > 623HS Midscreen 200 -50% +22% All [2] Easy 50 Tension punish
_ 5HS > 6K > 236D > 236236P > 5HS > 236D Corner 221 -50% +23% All [2] Easy 50 Tension punish in the corner
_ 5HS > 6K > 236D > 236236P > 2HS(2) > 214K > 623HS > c.S > 236D Corner 240 -50% +32% Medium + Light weight
(excluding FA)
[2] Easy
_ 5HS (CH) > 6K > 236D > 236K Midscreen 134 +22% All [2] Easy
_ 5HS (CH) > 5D > Homing Jump > j.HS > j.HS > j.S > j.P > j.S (JC) >
j.S > j.HS > 623HS
Midscreen 170 +22% All [2] Easy 5D only connects at close range
_ 5HS (CH) > 5D > Homing Dash > 3HS > (3HS) > 6HS > 665HS > 236D >
236K
Near Corner ?? ?? All [2] Easy Use 1 3HS if close to the corner, use 2 if further

Anti Air 6P Starter

Anti Air 6P Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
_ 6P > 2HS > j.S (JC) > j.S > j.HS > 623HS Midscreen 139 16% All [2] Easy
_ 6P > 2HS > 214K > 6623HS > 66c.S > 236D Midscreen ?? ?? ?? [4] Hard Dash VT combo

6H Starter

6HS Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
_ 6HS > (66)c.S > f.S > 3HS > 214K > HJ > j.S > j.HS > 623HS Midscreen 195 27% Everyone except EL/MI [3] Medium Microdash to correct spacing if needed.
_ 6HS > 66c.S > 6K > 236D > 236236P > 2HS > 623HS Corner 225 -50% +28% All [2] Easy

5D Starter

5D Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
_ 5D > Homing Jump > j.HS > j.HS > j.S > j.P >
j.S (JC) > j.S > j.HS > j.623HS or j.632146HS
Midscreen 120/145 19% / -50% +15% All [1] Very Easy Add RTL to finish rounds
_ 5D > Homing Dash > 5HS > 5HS > c.S > 2D > 236HS Midscreen 75 15% All [1] Very Easy Midscreen knockdown
_ 5D > Homing Dash > 5HS > 5HS > c.S > 236D Midscreen 78 17% All [1] Very Easy Midscreen knockdown, ciel ender
_ 5D > Homing Dash > 5HS > 5HS > c.S > 6HS >
[66]5HS > 6K > 236D > 236K
Corner 149 35% All [2] Easy
_ 5D > Homing Dash > 5HS > 5HS > 5HS > 2HS(1) > 236D >
[2HS(2) > 236D] x2
Corner 162 38% LE [3] Medium Getting all three 5HSes before the gatling timer runs out can be difficult
_ 5D > Homing Dash > 5HS > 5HS > 5HS > 2HS(1) > 623HS >
2HS(1) > 236D > 2HS(2) > 236D > 2HS(1) > 236D
Corner ?? ?? IN [3] Medium

Anti Air/CH 2H Starter

Anti Air/CH 2HS Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
_ 2HS > 623HS Midscreen 87 +12% All [1] Very Easy For knockdown
_ 2HS (JC) > j.S (JC) > j.S > j.HS > 623HS Midscreen 139 +17% All [1] Very Easy For damage

j.P/j.K/j.S Starter

j.P/j.K/j.S Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
_ (j.P/j.K) > j.S (JC) > j.S > j.HS > 623HS Midscreen 120 +12% All [1] Very Easy Air to Air combo

Ground Throw Starter

Ground Throw Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
_ Throw (RC) > 214K > 2HS(2) (JC) > j.S (JC) > j.S > j.HS > 623HS Midscreen 129 -50% +8% All [1] Very Easy Easy throw combo for more damage, sacrifices knockdown
_ Throw (RC) > 214K > 2HS > 623HS Midscreen 107 -50% +7% All [1] Very Easy Easy throw combo for knockdown, sacrifices damage. Delay the 2HS after 214K a moment on lights
_ Throw (RC) > c.S > 2HS(1) > 623HS > 2H(1) > 623HS > c.S > 236D Corner 139 -50% +10% Medium Weight [2] Easy Easy VT loop combo
_ Throw (RC) > 2H(2) > 623H > 2HS(2) > 623HS > c.S/5HS > 236D Corner 141 -50% +10% Light Weight [2] Easy Easy VT loop combo on lights
_ Throw (RC) > c.S > 2HS(2) > 214K > 623HS > 5H > 236D Corner 122 -50% +9% Heavy Weight [2] Easy Easy combo on heavies
_ Throw (RC) > [66]5HS > 623HS > 2HS(2) > 623HS > 2HS(2) > 236D > 2HS(2) > 236D Corner 157 -50% +10% Light Weight [3] Medium Ciel loop. vs Millia being too close to her will make 236D whiff, so only move slightly forward at the beginning instead of running
_ Throw (RC) > [66]5HS > 236D > 2HS(1) > 214K > 236D > 2HS(2) > 236D > 2HS(2) > 236D Corner 161 -50% +10% Medium Weight except FA [3] Medium Wait until right after apex of fall after Throw (RC)
_ Throw (RC) > [66]5H > 236D , 2H(1) > 214K , 236D , 2HS(2) > 623H Corner 149 -50% +8% LE, FA [3] Medium LE: Attack before apex of fall of throw RC
FA: Attack after apex of fall of throw RC
_ Throw (RC) > [66]2S > 2HS(1) > 214K > 6623HS > 66c.S > 2HS(2) > 623HS Midscreen 136 -50% +9% SO [4] Hard Dash VT combo
_ Throw (RC) > [66]5HS > 236D > 66 > c.S > 2HS(1) > 214K > 623HS > [2HS(2) > 236D] x2 Corner 163 -50% +12% LE [4] Hard If the first 2HS hits too high, change the ender to
(2HS(2) > 236D > 2HS(1) > 236D). This variant does 160 damage

Air Throw Starter

Air Throw Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
_ Air throw (RC) > j.S (JC) > j.S > j.HS > j.623HS Midscreen 109 -50% +5% All [1] Very Easy

Greed Sever Starter

Greed Sever Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
_ 214K > c.S > 2HS > 623HS Midscreen 100 +21% All [1] Very Easy
_ 214K > c.S > 2HS (JC) > j.S (JC) > j.S > j.HS > j.623HS Midscreen 130 +26% All [1] Very Easy

Combo Theory

Midscreen

When landing hits midscreen, you want to do as much damage as possible, and then get a knockdown to keep momentum. This can be accomplished easily with Ky, usually by ending combos with 2D, but also by using Split Ciel, Stun Dipper, and Vapor Thrust. An example of a simple midscreen combo into knockdown: [5K > c.S > 5HS > 2D]. At times where the opponent is too far away for 2D to connect, you'll use Stun Dipper to secure the knockdown. An example: [5K > c.S > 6K , 2K > 5HS > 236K]. This may be hard at first, but the more you try it the better you'll understand at what ranges you should use Stun Dipper, and when it's too close for the second hit to connect. You can also use 2D > Split Ciel to set up knockdowns to create a different kind of okizeme situation as well.
Hitting 6HS will force the opponent to crouch, opening up high damage by using 3HS to launch the enemy.
When pressuring, use c.S as a frame trap since it combos into 6HS on counter hit.
At poking range, be ready for when your f.S or 2S hits at the correct range to potentially combo into Stun Dipper. Remember that f.S on counter hit and crouching is an opportunity for big damage. Ex: [f.S (CH) > 3HS > 214K > hj.S > j.HS > 623HS]
Landing 5D or Greed Sever near the corner is very good. If 5D connects, use [5D[6] > 3HS > 6HS > (etc.)] to get a knockdown. You're using 3HS to travel to the corner and wallstick them, and you're using 6HS to continue the combo from there. If Greed Sever connects, follow up with a VT or Ciel loop!
Landing strikes on an opponent that's airborne, or launching them into the air with moves like Greed Sever and counter hit 2HS can be followed up in a few ways. You can either take to the air to do more damage but sacrifice your knockdown, end the combo early to secure the knockdown, use Ride The Lightning to both deal damage and secure a knockdown, or use the Dash VT loop to do both meterless. As far as I know there's no disadvantage to doing the dash VT loop all the time other than it being very difficult to execute, and possibly not working on heavy characters. Which one you go for will be influenced by the situation at hand, and the kind of character and player you're fighting. To secure a knockdown, end combos early with Vapor Thrust, ex: [214K > c.S > 2HS > 623HS]. To go for more damage, jump into the air, ex: [214K > c.S > 2HS > j.S > j.S > j.HS > 623HS]. Add Ride The Lightning to your air combo instead of Vapor Thrust to do more damage and get a knockdown. Beware using this near the corner, as it will wallstick the opened and then they'll be able to tech away.

Corner

It's hard for Ky to convert into higher damage combos in the corner from regular grounded hits without the use of tension.
Landing 5D or Greed Sever in the corner leads to meterless Ciel and VT loops.
RCing a throw is rewarding in the corner, as it leads to Ciel and VT loops. An example of a Ciel loop on a medium weight character: [Throw (RC) > [66]5HS > 236D > 2HS(1) > 214K > 236D > 2HS(2) > 236D > 2HS(2) > 236D].
Against some characters, ending a grounded combo with Stun Dipper and RCing it into c.S is effective for converting hits to a VT loop. Ex: [5K > 5HS > 2D > 236K (RC) > c.S > 2HS(2) > 214K > 623HS > 2HS(2) > 623HS]

Vapor Thrust Loop

VT loops are used when in the corner to extend combos, and secure a knockdown at the end. They involve looping 2 or more Vapor Thrusts with juggles such as c.S and 2HS inbetween them. Using c.S is faster and is typically used on heavier characters, but pushes you back too far to get 3 reps most of the time, while 2HS is used on lighter characters in order to get more reps with no pushback. Ex: [214K > c.S > 2HS > 623HS > 2HS > 623HS]. Though Ky's corner BnB is referred to as a VT loop, the combo is often ended with Split Ciel rather than a second Vapor Thrust. VT loops are easier and more cosistent than Split Ciel loops, so it's a good idea to default to these if you aren't sure if a Ciel loop will work.

Ciel Loop

Split Ciel loops are commonly used after landing a throw or a 5D in the corner. They're Ky's optimal corner combos, and are character specific. The idea is to launch the opponent to a certain height, then loop 2HS > 236D. The result is high damage combos that end in DC CSE setups. They're commonly used after a Roman Canceled throw or after a Sacred Edge wallstick in the corner. Example against Sol: [Ground Throw (RC) > [66]5HS > 236D > 2HS(1) > 214K > 236D > 2HS (2) > 236D > 2HS(2) > 236D]

Dash VT Combos

Dash VT combos are used to optimize Ky's damage midscreen off of certain hits. By inputting a microdash Vapor Thrust the moment Ky finishes recovering from a Greed Sever used on an already airborne opponent, momentum is carried through the strike, and Ky can followup with a combo afterwards. Where you would typically have to choose between optimal damage or a knockdown, with dash VT combos he can have both plus a large amount of corner carry. These are known as hard to execute, and are character specific, but the rewards for using are obvious. Example on Sol: [Ground Throw (RC) > [66]2S > 2HS(1) > 214K > 6623HS > 66c.S > 2HS > 623HS]

Video Examples

Ky Corner Dust Combo Examples by SOS Toushi https://www.youtube.com/watch?v=zhGkgKZMxaY


Guilty Gear Xrd -REVELATOR-e
Click [*] for character's frame data
System Explanations

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