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<br> For details on '''Ciel Loops''', '''VT Loops''', and '''Dash VT Combos''', see the [[GGXRD-R/Ky Kiske/Combos#Combo_Theory|Combo Theory]] section. | <br> For details on '''Ciel Loops''', '''VT Loops''', and '''Dash VT Combos''', see the [[GGXRD-R/Ky Kiske/Combos#Combo_Theory|Combo Theory]] section. | ||
<br> | <br> | ||
<br> If you wish to discuss any of the combos listed here, or have any questions, please consult the '''[https://discord.gg/0u3qom4GahREjNdF Ky Discord Server], or '''[http://www.dustloop.com/forums/index.php?/forums/topic/8345-xrd-king-ky-combosetup-listing-and-discussion/&page=1 | <br> If you wish to discuss any of the combos listed here, or have any questions, please consult the '''[https://discord.gg/0u3qom4GahREjNdF Ky Discord Server]''', or '''[http://www.dustloop.com/forums/index.php?/forums/topic/8345-xrd-king-ky-combosetup-listing-and-discussion/&page=1 The Ky Kiske Combo Thread]''' on Dustloop. | ||
===5K/2P/2K Starter=== | ===5K/2P/2K Starter=== |
Revision as of 14:11, 21 January 2017
Combo Notation Guide | |||||||||
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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 The Ky Kiske Combo Thread on Dustloop.
5K/2P/2K Starter
# | 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
# | 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
# | 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
# | 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
# | 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
# | 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
# | 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
# | 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
# | 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
# | 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
# | 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
# | 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