These combos are focused on most practical examples, not every single option that exists.
All damage values are damage dealt to Ky unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).
All Wallbreak combos that end with 214SGuard: AllStartup: 14Recovery: 25Advantage: -8 [-6] can be ended with 623HGuard: AllStartup: 13Recovery: 44Advantage: -38 for more damage. If you would like to spend meter for more damage and keep Shock State, use 236236PGuard: All [All (Guard Crush)]Startup: 4+3Recovery: 32Advantage: +10 [+26]. If you just want to cash out on damage, use 632146HGuard: AllStartup: 8+1Recovery: 99Advantage: -82.
Basic combos are simple combos with the fewest requirements and conditions possible.
Work against every, or almost every, character in the game
Can be performed from most positions in the play area
Require few adjustments, and if any are required they are simple
BNBA staple combo that is simple yet effective. Close Range Ground ComboThe one combo you should never forget.
c.S > 2H > 214S
This combo is a staple that all Ky's should know, as it applies Shock State on hit and gives a Hard KnockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc., which can set up for Ky's dangerous OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. game or give him a MeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.. This combo can also do some heavylifting for Ky when performing a block stringA series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense. in terms of decision making.
This is due to the ender of this combo being safe to counterattacks on block, in addition, the 2H part of this combo can be delayed on block to catch opponents trying to press buttons during Ky's c.S pressure. This in turn opponents them up to a throw once they stop mashing buttons, which also gives a meaty attack.
In the midscreen Ky usually just gets a meatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.c.SGuard: AllStartup: 7Recovery: 10Advantage: +1 after 214S, but in the corner it becomes much easier for Ky to use 236HGuard: AllStartup: 39Recovery: Total 62Advantage: +22 [+25] after 214S to gain lots of frame advantage on block. For more information on Ky's OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., check his Strategy page here.
Close Range Okizeme Ender
Close Range Okizeme EnderWhen you need a more direct way to start your offense. 46-50 Damage (Depending on starter)
Starter > 2D > dl. 236H
A simple yet essential string in any Ky's repertoire, for it grants a Hard KnockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. that starts his okizeme game with 236HGuard: AllStartup: 39Recovery: Total 62Advantage: +22 [+25] anywhere on the stage.
Ky's starters into 2D include: 5K, 2K, and c.S. 2K is often used in neutral situations due to its balance of range and speed to catch the opponent off guard in neutral with a run up into the move, this works very well as 2K has a decent amount of range, is fast, and combos into 2D at many distances. 5K is more often used during okizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. with its infamously long active frames and quick recovery. And c.S is used to easily catch escapes with a jump, this is done by delay cancelling into 2D on block. c.S also can be used as a way to go into Okizeme from a punishAttacking someone when they are unable to block, making the damage guaranteed. that is slightly more damaging.
This combo done with buttons also works great as a jump in starter from IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.j.H for easy air to ground conversions.
On block, this combo provides many opportunities for catching the opponent off guard during block pressure, such as using 5K with a slight (2f minimum) delay into 2D is a 1f (minimum) frame trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with his own., which when cancelled into 214S is a natural 1f double frame trap and safe situation if the opponent is not hit by 2D.
2K > 2D into a blocked 214S can be used after a blocked Shock State214KGuard: AllStartup: 24Recovery: 6Advantage: -2~+6 [+5~+12] for a Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with his own., but it also combos if the opponent is hit by the SS 214K.
Close Range Light Starter
Close Range Light StarterSometimes it's all you get. 64-71 Damage (Depending on amount of Ps used.)
(5P or 2P) xN > 6P > 214S
A versatile string for Ky to confirm a knockdown from 2P, either during low-risk pressure or to regain control of the situation from 2PabareAn attack during the opponent's pressure, intended to interrupt it.. Even if this starter does not give the option of 236HGuard: AllStartup: 39Recovery: Total 62Advantage: +22 [+25]okizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., it is still necessary due to not having access to 2D from P normals. This gives similar oki to the BNB Close Range Ground Combo posted above. This combo also works as a good block string confirm from close range, due to the 214S ender being safe on block from all ranges.
Subtract the amount of Ps based on range from the opponent, as too many will cause 6P to whiff. Generally, if Ky is almost touching their collision box you are able to get two hits before needing to gatling into 6P.
Mid Range Poke Starter
Mid Range Poke StarterThe best way to convert from controlling space to starting offense. 62-97 Damage (Depending on starter)
Midrange Starter > (5H) > (dl.) 236K
In most cases Ky is not able to convert into 214S from far-reaching pokes, so this combo is his next best option to still score a knockdown. However, Stun DipperGuard: Low, AllStartup: 5Recovery: 26Advantage: -15 [-10] only provides a Soft KnockdownA knockdown that puts the character into a state that may allow the character to get up off the ground earlier than a Hard Knockdown, giving the offender less options for continuing offense., so Ky does not have time for 236HGuard: AllStartup: 39Recovery: Total 62Advantage: +22 [+25] and only gets a meaty 5K afterwards.
Notable midrange starters include: 2S and f.S. f.S goes farther but could get changed to a c.S input if done too close, while 2S goes a little shorter but always will be the same move, regardless of proximity.
A max range f.S or 2S will only be able to convert into 236K. If the combo is started right next to the opponent, you will have to delay the 236K after the 5H in order for the 236K to connect both hits. This combo's beginning also can be used as a great block string. Parts of this combo can catch opponents jumping out of block stun during block strings by using a delayed gatling to 2S from c.S on block. This can then lead to a 5H > 236K on hit (most of the time) or 5H > 236S on block.
On Counter Hit, f.S and 2S will directly combo into 236K from any range due to the CH slowdown.
On block, 236SGuard: AllStartup: 13Recovery: Total 46Advantage: -15 can work as a Block stringA series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense. ender off of most poke starters due to Ky being out of range for 214S.
Anti-Air/Anti-Poke StarterStopping approaches from any angle. 68 Damage
6P > 214S/214K
Thanks to its frame 1 upper body invulnerability, 6P is useful as a counter poke. It can challenge an opponent's attack in mid or close range. Many forward-lunging, plus on block special moves, such as Giovanna'sTrovãoGuard: AllStartup: 27Recovery: 13Advantage: +4 and May's Mr. Dolphin HorizontalGuard: AllStartup: 25Recovery: 11 (18 OH)Advantage: +7, are vulnerable to 6P. In addition, many attacks extends the character's hurtbox further out than the animation implies, due to the weapon itself having a hurtbox. This is especially prevalent on moves like Nagoriyuki'sf.SGuard: MidStartup: 16Recovery: 28Advantage: -17 and Leo'sf.SGuard: AllStartup: 12Recovery: 21Advantage: -13. If you experiment with 6P, you might be surprised at how many attacks can be beaten with it.
The upper body invincibility also naturally makes 6P a reliable anti-air, stopping opponents both jumping and Instant Airdashing in while turning their approach into a Dire EclatGuard: AllStartup: 14Recovery: 25Advantage: -8 [-6] okizeme situation for Ky.
On Counter Hit, 214KGuard: AllStartup: 24Recovery: 6Advantage: -2~+6 [+5~+12] also gives a hard knockdown but one that is closer to Ky than 214SGuard: AllStartup: 14Recovery: 25Advantage: -8 [-6]'s, allowing for more okizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. options like dash 236HGuard: AllStartup: 39Recovery: Total 62Advantage: +22 [+25].
Charged Dust Starter
Charged Dust StarterFor big punishes, or just catching people sleeping. 214 Damage
5[D] > [7/8/9] > j.H > j.D > 9jc > j.H > j.S > j.H > 9jc > j.HH
A big damage Homing Jump combo from a Charged Dust starter. Charged Dust is slow at 28f startup and reactable as a mix-up, but neither of those factor into its usage as a reliable reversalTo perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. punish. Since the wall isn't broken during this combo Ky does not gain Positive Bonus afterwards, but the Finish Blow smash knockdown ender gives him enough time to run forward for a meaty.
You will need a different version of this combo for it to work on May
Charged Dust Starter For MayFor just May. 230 Damage
5[D] > [7/8/9] > j.H > j.D > j.H > 9jc > j.H > j.S > j.HH
Optimal Dust combo that works on May
Get The Knockdown/Push To The Corner
The goal with combos is to end them in a way that gets you some kind of advantage beyond just damage. You can end combos into a knockdown, or corner carry to put yourself in a better position. Each ender you choose will set up a different situation after the combo, so think about what you want to accomplish.
... > 2D
Hard knockdown close to Ky, allowing many okizeme setups.
... > 2D > 214S
Corner carry with a knockdown farther from Ky that still allows for good oki. Can give the opponent a soft knockdown if too many normals are used beforehand, such as j.H > 2K > 2D > 214S.
f.S/2S > 236K
Corner carry and damage option, but with weaker oki due to Stun Dipper's short knockdown time.
...(airborne opponent) > 5H/2H > 214K
Large amount of corner carry.
... > 632146H / 236236P
Overdrive ender for high damage, and in Ride The Lightning's case a huge amount of corner carry, wallbreaking from a slightly further distance than round start position.
214S OTG Relaunch and 6H Wallbounce
In the corner, 6H will bounce the opponent off the wall on hit, which allows combo extensions afterwards with an air hit 214S. This gives Ky enough time to run up for an Off-the-Ground hit. This can be used to continue the combo, with moves such as 2K and 5K.
Essentially, there's a short time after an opponent is hit by 214S that they can be launched into the air again if struck by an attack. The most reliable move you have to do this with is 2K, since it's very fast, reaches a long distance, and gatlings to 6H to allow you to wallbounce the opponent.
If you think the opponent may be too far to hit an OTG relaunch, you can also PRC the recovery of the 214S to make the confirm much easier.
c.S > 6H > 214S, 662K > 6H > SS 623H, 5P > 623H
CH 214S, 66H > 623H > c.S > 6H > 623H > 623S
Ky can launch grounded opponents with j.D, allowing him to follow up with an immediate airdash into another aerial button, such as j.P to float the opponent higher, j.S for damage, j.H for midscreen BNBs off of c.S, or j.K for consistency. After the followup air button, Ky can further juggle the opponent by using c.S if close enough, or 2K > 6H when near the corner to extend the combo.
j.D can also be hit confirmed off of a normal or counter hit c.S, and j.D launch routes boast the greatest meterless wall carry out of all grounded Ky combos.
Core combos balance potency with consistency. They:
Work against most characters of a selected weight or hurt box type
May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
Are expected to be consistently performable by most intermediate and advanced players who main the character
Close Range Corner BNBUtilize the shock states opponent launching properties! 238 Damage
c.S > 6H > 214S > 665K > 6H > 623H > c.S WS > 214S WB
This combo is one of Ky's most damaging, while also being quite short and simple. It can be used as a DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. punish in the corner, a backdash punish in the corner, (usually done by delaying 6H after c.S) or a Blue Burst punish in the corner. In short, this combo is doable off of many punishes in the corner.
There is a microdash that is in this combo, which is the 665K that gives Ky a vital consistent pickup. This dash might seem tough at first, but remember to not dash for too long and to set a dash button if a double tap is tough on your hands.
On heavyweight characters such as Potemkin, you will have to substitute the c.S for a 2K. In addition to that caveat, if you are not touching a heavyweight characters collision box but are still in c.S range, you will have to delay the first 214S after the 6H for the opponent to be closer to you in order to land the 2K WS.
On the second 6H in the combo, instead of continuing, you can special cancel into 236H for an okizeme reset.
Close Range Easier Corner BNBIf the microdash is too tough for you 231 Damage
c.S > 6H > 214S > 5H > 214K > 6H WS > 214S WB
This combo can be used in all the ways the harder version can be used in but requires less adjustments than the harder version of this combo due to it not requiring a microdash to continue the combo after 214S. It also does not have to be adjusted for heavyweights at all. Though this sounds good on paper, Ky loses a bit damage. In short, use this combo to start if microdashing is too difficult for you.
Optimized Close Range Metered Midscreen Starter
Optimized Close Range Metered Midscreen StarterUtilize the shock states opponent launching properties, this time with meter! 252 Damage
c.S > 2H > 214S > 66RRC > 66 > 2H > 623H > c.S > 6H WS > 214S WB
This combo provides a slightly less safe way to catch the opponents jump after a blocked c.S on offense compared to 2S > 5H but paired with the power of the roman cancel gives it a great reward on hit.
If the opponent stays patient you are still rewarded with a safe blockstring ender in 214S. This means trying to fish for this combo leads of little risk to you.
As long as the first half of the combo includes a 214S in it, it is very likely you can do the RC part of this combo with no issues on multiple different starters.
Doing a delayed 236H after the second c.S provides an okizeme reset.
Counterhit Combo RepositoryClick the buttons above the box to navigate.
Optimized 6H Counterhit Corner StarterUtilize stagger pressure to catch the opponents mashing attempts! 246 Damage
6H CH > 236H > 6H > 623H > c.S > 6H WS > 214S WB
This combo is one of Ky's most high damaging corner sequences, but may require conditioning the opponent to mash by resetting pressure with a blocked c.S or by using an auto timed frametrap with 2K > 6H, as after the 6H in the corner on block you are still in range for either another 2K string or a cancel into 214S. But the trait that makes this string particularly useful is that it contains a tight gap that is not challengable by 5 frames or slower buttons.
On heavyweights such as Potemkin you must swap out the c.S for a 2K for the combo to connect.
Even if your conditioning fails, you can still rely on 214S to end pressure safely after 6H.
Optimized 2D Counterhit Midscreen StarterUtilize stagger pressure to catch the opponents mashing attempts, but in the midscreen! 177 Damage
2D CH > 214K > 662S > 5H > 214K > 5K > 6H WS > 214S WB
This combo gives you a very high reward off of a low risk string in 2K > dl.2D. As if this fails, you can still rely on 214S to end pressure safely after 2D.
If you are not close to the corner after the second 214K, you can dash up and use 236H for oki.
Optimized 5H Counterhit Midscreen Oki SetupGet some good oki from an auto timed frametrap! 112 Damage
5H CH > 214K > 2K > 2D > dl.236H
This combo synergizes well with the 2S > 5H blockstring, as if you do it with no delay there will still be a gap where the opponent can mash in between 2S and 5H. After hitting this combo, it leaves Ky in the same situation as the Close Range Okizeme Ender combo. The 2S > 5H string is also useful as it has lots of range and can still connect with the opponent even if they are attempting to push you back with Faultless Defense
If you are in the corner, you can use 6H after 2K instead of 2D for better damage while still getting okizeme. You are able to do 236H without a delay in this situation due to the 6H wallbounce.
Basic Metered Any Starter and Position Combo
Basic Metered Any Starter and Position ComboWorks off of any move that Ky has! ??? Damage
Starter > RRC > 66c.S > 2S > 5H > 214K
(if in midscreen) 66236H
(if in corner) 665K > 6H WS > 214S WB
This combo can be a good one to start out with if you do not know what to use your meter for in confirms. Red RC is the only way to capitalize off of using 236K raw in neutral, as it is normally very unsafe but very fast as a tradeoff. But using Roman Cancel negates all of the downsides of the move, on block you can convert into a block string and on hit you can confirm into this combo.
This combo also works great off of 5D, as it is normally not comboable at all.
If in the midscreen, using dash 236H will give great okizeme, as 214K gives a hard knockdown.
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute
Optimized Close Range Midscreen Burst PunishWallbreak from much farther than normal without any meter! 225-233 Damage (Depends on if 2K or c.S is used after j.H)
c.S > jc > j.D > adc > j.H > 2K > 6H > 2K > 6H > dl.623H WS > 214S WB
This combo may seem complex, but when boiled down has only a few parts that are needed to be mastered in order to perform it.
This combo is Ky's best midscreen wallbreak without meter, but also the most specific, as the opponent has to be directly where the video shows for it to work. If you are too close to the corner, the first 2K > 6H loop will wallbounce the opponent too quickly and not give enough time for the second loop. In the midscreen the 2K > 6H will just blow the opponent back, not leading to anything afterwards. On block this combo does not provide as much value as a block string as the first beginner combo due to the opponent needing to be standing for the c.S to j.D starter to connect on block and on hit.
This combo is recommended as a blue burst punish after a jump cancelled c.S in this specific position on the screen.
You can also do only one loop of 2K > 6H with a special cancelled 236H afterwards for okizeme.
The first 2K can be replaced with a c.S on medium and lightweight characters for extra damage.
Optimized Close Range Fullscreen Burst PunishMust be altered heavily for heavyweights. 170-211 Damage
Base Combo Piece: c.S > jc > j.D > adc > j.H > c.S > dc kara 214K (66214K) > 5H > 214K If at fullscreen: 66236H If a little closer to corner: 5K > 6H > 214S
This combo is Kys best bet in terms of corner carry from a blue burst punish as it can provide oki or a wallbreak if you are close enough to the wall. On block it does not provide as much value as a block string as the first beginner combo due to the fact that j.DGuard: AllStartup: 13Recovery: 15Advantage: whiffs on crouching opponents from a jump cancelled c.S.
This combo also uses a kara dash cancel, which is performed by doing the dash(usually with the dash button), the moves input and then the button needed to perform it. This window is tight at first but becomes easier with practice.
When at fullscreen distance it is best to use 236H for oki after 214K. If you are in the corner after the last 214K, end the combo with a 5K > 6H > 214S for a wallbreak.
On heavyweights such as Potemkin, you will have to alter the combo.
Optimized Close Range Fullscreen Heavyweight Burst PunishNeeded for heavyweights only, or as an easier combo. 156-210 Damage
Base Combo Piece: c.S > jc > j.D > adc > j.K > c.S > 5H > 214K If at fullscreen: 66236H If a little closer to corner: 5K > 6H > 214S
This combo provides the same oki as the other fullscreen punish, while also being usable on other weight classes besides heavyweights as an easier combo. This does not allow for the extra corner carry that the dash cancel brings and ends the combo early, but still gives 236H oki and the corner extension if you start the combo in the middle of the screen.
Dragon Install Combo Theory
In Dragon Install, Ky's combos are greatly improved in damage and Okizeme, but they execute somewhat differently. Know well about how the DI specials change to create your own efficient DI combos.
The specials are ranked in efficiency for their usage within DI combos, as opposed to neutral or other usage.
H Vapor Thrust (623H)
Pre DI: Reversal starter, Shock State combo filler, wall breaker.
DI: Better reversal starter (+), all purpose Combo filler (+++), not a good wall breaker (very mild -), air-to-ground combo converter (+).
In DI, H Vapor Thrust is significantly buffed that it pops the opponent very high on hit, even on normal ground hit. Links to a c.S on hit even in midscreen. However, the time to confirm a midscreen hit as a launcher is quite tight, allowing merely 1~2 hits before 623H only, and the route is only reliable when in very limited range (e.g. 5K/2K/c.S > 2D > 623H). Be sure that the opponent is opened up or you will end up with a blocked DP and the round ends. When the opponent is cornered, the confirm window becomes wider with c.S > 6H > 623H.
Notably DI, 623H launches lower and pushes back further as combo time lengthens. To counter this effect, Ky needs to launch the opponent early in the combo, with normals or DI 623H to build up the height, then the rest of the combo can go on with decreased push back and enough height in the air.
Other than combo filler, DI 623H has a less seen use: you can actually use j.623H to confirm air hits into ground combos. This must be done high to gain enough frames to attack before the opponent hits the ground.
623H is "the wall breaker" before DI, but in DI it becomes a 3-hit move, resulting lower wall break damage. Use 5[D] when close and with enough time, or 6H as a quicker and longer substitution.
Stun Dipper (236K)
Pre DI: Mid-range soft knock down securer.
DI: High damage hard knock down securer, great ender of midscreen combos (++).
Stun Dipper is another greatly buffed move in DI. It now HKDs opponents allowing Charged Stun Edge Okizeme, making this move far beyond a mid-range soft knock down securer. Easiest way to utilize DI Stun Dipper is to simply cancel from 2D to add free damage without losing any bit of Okizeme. For short combos in midscreen, Stun Dipper works well against airborne opponents, but usually you need to delay the input for a full hit. Moreover, DI Stun Dipper gets 80% extra damage, making it an optimized ender in case of both damage and Okizeme midscreen.
Pre DI: Mid-range hard knock down securer, corner combo filler.
DI: Basically works the same, but the damage is poor when compared to other DI moves (-). More inconsistent issues with 3 hits (-).
DI Foudre Arc works pretty much the same in DI, but the damage is much lower than DI 623H. This means the more Foudre Arcs you use in a combo, the poorer damage it will deal. As a mid screen HKD ender, it deals less damage than Stun Dipper with no other advantage. However, Foudre Arc still holds the place of the corner pusher when the opponent is out of DI 623H's range.
Another issue of DI Foudre Arc is the increased hits. DI Foudre Arc tends to whiff some hits when used late in combo, due to the opponent is pushed out of its range in previous hits, which can lead to combo drops or failed wall sticks. When used too close to Wall Stick, this move can itself Wall Stick and then Wall Break, resulting a very poor ender: it is not damaging at all and impossible to convert into a super Wall Break.
Dire Eclat (214S)
Pre DI: Mid screen close range hard knock down ender, frametrap meterless CH combo starter, high damage Shock State applier in corner combos.
DI: Still a nice close range hard knock down ender (~), more damaging frametrap meterless CH combo starter with larger push back (~), no more Shock State during DI, and it is a overall bad move mid combo (--).
Dire Eclat is always "the move" to cancel into after 2P/5P*n > 6P, in DI or not. It still holds the ability to start meterless frametrap CH punish combos, with improved damage during DI.
When used mid-combo, the increased hits makes the push back so hard that OTG pick up is extremely hard. If you are in range of DI Dire Eclat, you can almost always do 623H instead to reach much higher damage with even easier execution. This move also has the same multi-hit based problem just like DI Foudre Arc, making it a poor Wall Sticker.
Stun Edge (236S)
Pre DI: Rarely used in combo without RC.
DI: Optimized Wall Sticker, but with some very tight calculation and execution (+).
DI Stun Edge gets 100% damage boost, hits quite hard at 60 damage, and it only deals two hits, which makes it perfect to wall stick even from a distance (actually it does the job better when used from a distance). However, when used point blank in the corner it can Wall Break from itself if a miscalculation happens, or even executing the combo slightly slower can lead to a early Wall Break. On a successful Wall Stick, use 5[D] when close, or 6H as a quicker and longer substitution. Other than that, it remains the same with high damage boost, and works well with Purple Roman Cancel.
e.g. Midscreen c.S > 623H, c.S > 5H > 623H, c.S > 236S WS, 5[D] Damage: 273
... > 214S WS WB Damage: 260
... > 6H WS, 5[D] Damage: 272 (so use 6H WS instead if not so confident.)
S Vapor Thrust (623S)
Pre DI: Shock State anti-air reversal starter.
DI: Anti-air reversal starter (mild +).
DI S Vapor Thrust is not as damaging as 623H, but you occasionally need to use it for its speed and to cover cross-ups with its more vertical travel direction. It pops up significantly lower than the H version so it needs some height already built against an airborne opponent. You will have to decide which move you should use to catch the opponent falling, depending on their height, distance, and how the hit connects. It is usually not a good idea to use this move mid-combo, since this move deals significantly lower damage than other DI specials (60), and it lacks the forward hitbox or momentum to reliably land both hits.
Charged Stun Edge (236H)
* Pre DI: Okizeme meaty starter, Burst free combo filler, usually works with a RC.
DI: Pretty much the same, but with longer hit animation for heavier button to follow up (+).
In short, not much is different
This list is meant for actual combos, not for frame traps, blockstrings, or mixups. If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
2P > (2P > 2P) > 6P > 214S
Simple, easy confirm from 2P that grants Shock State. Subtract Ps based on range. Works off of 5P too, but 5P whiffs on most crouchers.
Confirm off of 5K or 2K into 2D into meaty Charged Stun Edge for both okizeme and Shock State. The CSE will pass over them by the time they get up unless you delay it or if the opponent was hit by 2D at a far enough range.
Side switches and wall breaks. Run under the opponent after the RRC. The RRC can be done as either neutral RRC or 88RRC, but 66RRC will not let you run under the opponent. On heavyweights, combo becomes Hard; delay c.S > 5H link to ensure that opponent gets knocked higher into the air. (Video outdated, skips c.S)
High damage meterless corner combo from c.S. Replace 2K with c.S on Medium/Light characters for more damage. For the delay between 6H and 214S wait until the character has popped out of the corner to 214S
CH c.S > 5[D], 2S > 5H > 214K, 6H > 214S WS 623H
Counter Hit c.S punish meterless combo that uses [5D] as launcher on CH confirm.
6H meterless normal hit confirm. On medium and lightweights, c.S will wall stick; omit the second 6H unless you're fighting heavies. At very close range against light/medium, omit 5K and replace c.S > 6H WS with 2H > 214S WS. At max range, use 2K instead of 5K.
6H meterless normal hit confirm that only works when opponent is slightly out of the corner. Effective range changes depending on character, but is roughly where camera starts scrolling away from corner. Replace c.S with 5K when spaced further from opponent.
Highest damage meterless 6H counterhit confirm. Second 5H is pretty tight and requires a relatively meaty hit of 623H; if you feel like you're not going to land it, use the heavy combo below instead. Some characters don't need 214S to be delayed.
Adjustment of the above combo for heavies. High tension gain for both combos means you can often wallbreak with RTL (632146H) to take oki after the reset. (Effective tension gain before wallbreak is 40%)
The extra Homing Jump air time from landing 5[D] when cornered allows you to tack on a j.K after the second jump cancel for a bit of extra damage. Even with this added time, you have to be quick and input your attacks as soon as possible. You'll have just barely enough time to get the whole thing. If you aren't cornered, use the above combo instead.
More optimal tap dust conversion, at the cost of some consistency. Delay on 236H to hit all three hits is dependent on character weight, distance, and hitboxes; no delay is needed for some characters, but others will only connect 1 or 2 hits of 236H. Delay c.S on lightweights to catch the landing.
Easy midscreen throw RC combo that leads into wall break from round start distance. Might drop or wall stick earlier if done too close to the corner. For lightweights, the combo needs a slight adjustment of dashing forward after the RRC to bring the opponent closer to the wall.
Midscreen throw RC combo. Timing on 2S can be tricky as it cannot be buffered from 5[D]. If the opponent is not cornered, 5K will whiff or fail to wall stick, but the soft knockdown can still allow for an oki setup. 214S can be used as the ender for shock state instead of 623H for damage. More difficult than the above combo and might whiff at round start distance, but does more damage and gains more tension.
Burst-safe corner throw RC route. Dashing 6H is only necessary if the opponent actually bursts. Against lightweights, can wallsplat with c.S instead of 5K for more damage. Against heavyweights, wall stick with 2K for more consistency. If the opponent does burst after the 44RC, the combo can still continue if the CSE was timed perfectly after 44RRC, otherwise Ky simply applies shockstate on block and continues pressure.
50 tension wallbreak combo off of stun dipper in the corner.
Extra Combo Theory
After Red Roman Cancel and also certain counterhits (such as CH c.S), Ky can use a fully charged 5[D] to launch the opponent higher up into the air, resulting in higher damage combo extensions. The easiest and most reliable route after 5[D] popup is 2S > 5H > 214K > (...), but a deep dash-in after 5[D] into air hit c.S dash cancel c.S > (...) routes deals optimal damage.
This works anywhere on the screen (except the corner when used off CH c.S instead of RRC) and is consistent against all characters. It will also work if the opponent is launched high enough in any other combo route.
2H > Foudre Arc
2H (2) universally combos into 214K against all grounded opponents if they are in Shock State
If 214K hit your opponent while they were in Shock State, you can usually link 5K or 2K and cancel into Stun Dipper (236K) to end the combo, depending on the character and spacing. A 5K link will not work on some characters at all. 2K is more reliable since it reaches further. The 2K link works on everyone except for I-No. She requires you to be point blank with your 2H, otherwise 2K won't reach. On the larger characters like Faust, Potemkin, Leo, and Nagoriyuki, you can instead end the combo with Dire Eclat (214S) instead of 236K, since their hurtboxes are bigger than the other characters on whom max range 2K > 214S will not work on. This will reapply Shock State, making it preferable over Stun Dipper for these characters. If near the corner, Ky can opt for 2K > 6H -> special cancel to secure a wallbreak.