GGXRD/Ky Kiske/Combos

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Combo Notation Guide
7 GG7.png 8 GG8.png 9 GG9.png
4 GG4.png 5 GG5.png 6 GG6.png
1 GG1.png 2 GG2.png 3 GG3.png
Numbers represent direction on a keyboard numpad. For example GG2.pngGG3.pngGG6.pngD 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.
|> 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.

Discussion[edit]

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

5K/2P/2K Starter[edit]

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 > or 236K Midscreen 91/98 14%/24% All [2] Easy Spacing dependent. Microdash 2D if close, 236K if far away.
_ 5K > c.S > 6K > 2K > 5HS > 236K Midscreen 100 +21% All [2] Easy For corner carry + 2D knockdown.

Note: The above are basic combos that can also be started with other attacks than 5K such as, 2P, 2K, c.S, or 2S.

c.S CH Starter[edit]

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) > j.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[edit]

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[edit]

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

Anti Air 6P Starter[edit]

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[edit]

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[edit]

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 > c.S > 6P > 5HS >
214K > c.S > 236D
Corner 119 24% All [1] Very Easy Weight unspecific at the cost of damage
_ 5D > Homing Dash > c.S > 6P > 5HS >
214K > 2HS > 623HS > c.S > 236D
Corner 142 34% Medium Weight
(except SI,CH,FA,AX)
[2] Easy Base 5D combo in the corner
_ 5D > Homing Dash > c.S > 6P > 5HS > 214K >
2HS > 623HS > 5HS > 236D
Corner 145 34% Light Weight
(except IN)
[2] Easy You can do the medium version too but 5HS > 236D does more damage
_ 5D > Homing Dash > c.S > 6P > 5HS > 214K >
c.S > 2HS(1) > 623HS > c.S > 236D
Corner 128 34% Heavy Weight
(+AX,SI)
[2] Easy For those that fall too fast
_ 5D > Homing Dash > c.S > 6P > c.S >
2HS(2) > 214K > 623HS > c.S > 236D
Corner 135 33% FA, CH [2] Easy For those jerks that dodge Ciel
_ 5D > Homing Dash > j.D > j.S > j.236S ▷ 3HS >
214K > 2HS(2) > 623HS > c.S > 236D
Corner 155 +41% SO [3] Medium Optimal Sol combo
_ 5D > 236D > c.S > f.S > 3HS > 214K > 2HS(1) >
623HS > 2HS(1) > 236D > 2HS(2) > 236D
Corner 134 +46% PO [3] Medium Optimal Potemkin combo
_ 5D > Homing Dash > j.S > j.HS > j.D ▷ 6HS > 3HS >
214K > 623HS > 2HS(1) > 236D > 2HS(2) > 236D
Corner 194 43% CH [3] Medium Optimal against Chipp

Anti Air/CH 2H Starter[edit]

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[edit]

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[edit]

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) > [66]c.S > 2HS(1) > 214K > 623HS > 2HS(2) > 623HS > c.S > 236D Near Corner ?? ?? ?? [2] Easy
_ Throw (RC) > c.S > 2HS(1) > 623HS > 2H(1) > 623HS > c.S > 236D Corner 139 -50% +10% Medium Weight [2] Easy
_ Throw (RC) > 2H(2) > 623H > 2HS(2) > 623HS > c.S/5HS > 236D Corner 141 -50% +10% Light Weight [2] Easy
_ Throw (RC) > c.S > 2HS(2) > 214K > 623HS > 5H > 236D Corner 122 -50% +9% Heavy Weight [2] Easy
_ Throw (RC) > (walk forward) 2HS > 623HS > [2H(1) 236D] x 3 Corner 149 -50% +10% Light Weight
(Except MI)
[3] Medium
_ Throw (RC) > walk forward > [2HS(1) > 236D] x 3 > 2HS(2) > 236D Corner 149 -50% +12% SO [3] Medium
_ Throw (RC) > [66]5H > 623H, 2H(2) > 623H , 2HS(2) > 236D , 2HS(2) > 236D Corner 157 -50% +10% Light Weight [3] Medium 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]5H > 236D , 2H(1) > 214K , 236D , 2HS(2) > 236D , 2HS(2) > 236D Corner 161 -50% +10% Medium Weight except LE, 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) > walk forward > [2HS(2) > 236D] x3 Corner 146 -50% +11% SI/CH Only [3] Medium
_ Throw (RC) > [66]2S > 2HS(1) > 214K > 6623HS > 66c.S > 2HS(2) > 623HS Midscreen 136 -50% +9% SO [4] Hard Dash VT combo

Air Throw Starter[edit]

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[edit]

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

("All" character combo damage based on Sol. "Medium" weight based on Sol. "Light" weight based on Elphelt. "Heavy" based on Bedman)

Combo Theory[edit]

This section is a guide explaining the thought process behind Ky's combo selection. It's intended to help you understand when and where to use the above combos, and to understand the underlying reasons why.

Ground Combos
Simple combos can be started with almost any of Ky's normals and easily confirmed into a knockdown with 2D, there are a few kinds of knockdowns to choose from, however. Knocking down with 2D is consistent and puts the opponent down right in front of you. 2D > Split Ciel pushes the opponent far across the screen, and sets you up for DC CSE okizeme. Stun Dipper builds lots of tension and pushes the opponent a bit, but puts Ky in a worse position to setup oki. Stun Dipper must be spaced correctly in order for both hits to connect, so you'll need to pay attention to where you are in relation to your opponent before using it to end a combo.
Hitting an opponent with Greed Sever, 3HS or a CH move such as 2HS/SVT will send them airborne. You can then confirm into an air combo, a grounded HVT combo, or a Dash Vapor Thrust Combo.
6HS forces crouching, which opens up meterless combos that do huge damage using 3HS.
CH c.S combos into 6HS. This is makes c.S useful for a high damage frame trap.
Air Combos

Anti-Air Hits:

Anti-air hits are almost always started with 6P or 2HS, though other moves such as c.S and 5HS hit airborne opponents occasionally. You can easily convert almost any anti-air hit into an air combo, which does a decent amount of damage but won't score you a knockdown. If the opponent is low enough to the ground you can follow up your anti-air with Vapor Thrust for a knockdown (but less damage), or Greed Sever and then decide whether you'd rather go for an air combo or a grounded one.
It's possible to convert anti-airs into Dash Vapor Thrust combos, but this requires high execution, character weight memorization, and a strong grasp of how high opponents should be after Greed Sever connects.

Air-to-Air Hits:

Air-to-air exchanges are typically won with j.P and j.K, and you'll need to be ready to cancel into j.S so that you can double jump cancel into an air combo.
j.HS on CH can sometimes be followed up by 2HS upon hitting the ground.
Air Ride The Lightning will cause a knockdown midscreen.
Damage or Knockdown
When choosing a combo while the opponent is airborne (such as after an anti-air, or a landed Greed Sever) you have an option of trading your knockdown for damage. A simple example of this is choosing between [Greed Sever > c.S > 2HS > HVT] for knockdown, or [Greed Sever > c.S > 2HS (JC) > j.S (JC) > j.S > j.HS > j.HVT] for damage. In choosing to knock an opponent down by ending your combo early, you can continue pressure on the opponent. It's generally safer to simply end your combos in knockdowns whenever possible, but it's important to recognize when you're in a situation where you'd rather go for more damage, such as when you can finish a round with the extra damage, you have tension for Ride The Lightning, or when you're fighting a character with low defense like Millia or Chipp. Character weight can also play a role in this decision, as characters that are light weight have an easier time escaping these knockdown situations.
Vapor Thrust Loops
VT loops are used when in the corner as a safe way to increase damage and get a knockdown. They involve looping 2 or more HVTs with juggles such as c.S and 2HS inbetween [ex: Greed Sever > c.S > 2HS > HVT > c.S > 2HS > HVT]. 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.

Split Ciel Ender: Ending VT loops with Split Ciel is harder and more unstable, but opens up DC CSE okizeme. It's worth it to learn how and when to end your loops with Split Ciel to maximize okizeme potential.

Dash Vapor Thrust:

This is a technique used to perform VT loops midscreen. To pull it off you need to hit an opponent with Greed Sever (airborne or otherwise) and micro dash the moment you are able while simultaneously inputting a HVT. Performed correctly, you'll carry your momentum enough through the HVT to catch the opponent and land another rep. Most players find this very hard, and it's weight and character specific as well. This is an advanced Ky technique.
Split Ciel Loops

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