Combo Notation Guide | |||||||||
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Discussion
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
# | 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
# | 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
# | 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 |
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 > 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
# | 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) > [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
# | 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 |
("All" character combo damage based on Sol. "Medium" weight based on Sol. "Light" weight based on Elphelt. "Heavy" based on Bedman)
Combo Theory
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