GGST/Ky Kiske/Combos

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Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Read First

  • All damage values are tested on  Ky at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • 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).
  • The list is focused on most practical examples, not every single option that exists.
  • 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 214SGGST Ky Kiske 214S.pngGuardAllStartup14Recovery25Advantage-8 [-6] can be ended with 623HGGST Ky Kiske 623H.pngGuardAllStartup13Recovery44Advantage-38 [-33] for more damage, or 236[D]GGST Ky Kiske 236D.pngGuardAllStartup16~28Recovery20Advantage-4 for hard knockdown. If you would like to spend meter for more damage, keep Shock State, and get hard knockdown after Wallbreak use 236236PGGST Ky Kiske 236236P.pngGuardAll [All (Guard Crush)]Startup4+3RecoveryTotal 38Advantage+10 [+26].

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • 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
  1. BNB Close Range Ground Combo
  2. Close Range Okizeme Ender
  3. Close Range Light Starter
  4. Mid Range Poke Starter
  5. Anti-Air/Anti-Poke Starter
  6. Charged Dust Starter

BNB Close Range Ground Combo

BNB A staple combo that is simple yet effective. Close Range Ground ComboThe one combo you should never forget.
118 Damage
Very Easy

c.S > 2H > 214S
This combo is a staple that all Ky players should know, as it applies Shock State on hit and gives a Hard Knockdown A 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 okizeme From 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 meaty Hitting 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 heavy lifting for Ky when performing a block string A 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 opens them up to a throw once they stop mashing buttons, which also gives a meaty attack.

In the midscreen, Ky usually just gets a meaty c.SGGST Ky Kiske cS.pngGuardAllStartup7Recovery10Advantage+1 after 214S, but in the corner it becomes much easier for Ky to use 236HGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25] after 214S to gain lots of frame advantage on block. For more information on Ky's okizeme From 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)
Very Easy

Starter > 2D > dl. 236H
A simple yet essential string in any Ky's repertoire, for it grants a Hard Knockdown A 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 236HGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 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 okizeme From 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. c.S is used to easily catch escapes with a jump. This is done by delay canceling into 2D on block. c.S also can be used as a way to go into okizeme from a punish Attacking someone when they are unable to block, making the damage guaranteed. that is slightly more damaging.

This combo done with K buttons also works great as a jump in starter from IAD An 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. For example, using 5K with a slight (2f minimum) delay into 2D is a 1f (minimum) frame trap An 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 their own., which when canceled 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 State 214KGGST Ky Kiske 214K.pngGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12] for a Frame Trap An 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 their 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.)
Very Easy

(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 2P abare An attack during the opponent's pressure, intended to interrupt it.. Even if this starter does not give the option of 236HGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25] okizeme From 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)
Easy

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 DipperGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14] only provides a Soft Knockdown A 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 236HGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 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, 236SGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14 can work as a block string A 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 Starter

Anti-Air/Anti-Poke StarterStopping approaches from any angle.
68 Damage
Very Easy

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's TrovãoGGST Giovanna Trovao.pngGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15] and  May's H Mr. Dolphin HorizontalGGST May Mr. Dolphin Horizontal.pngGuardAllStartup25Recovery20 (18 OH)Advantage+7, are vulnerable to 6P. In addition, many S 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's f.SGGST Nagoriyuki fS1.pngGuardAllStartup16Recovery28Advantage-17 and  Leo's f.SGGST Leo Whitefang f.S.pngGuardAllStartup12Recovery21Advantage-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 Air Dashing in while turning their approach into a Dire EclatGGST Ky Kiske 214S.pngGuardAllStartup14Recovery25Advantage-8 [-6] okizeme situation for Ky.

On Counter Hit, 214KGGST Ky Kiske 214K.pngGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12] also gives a hard knockdown but one that is closer to Ky than 214SGGST Ky Kiske 214S.pngGuardAllStartup14Recovery25Advantage-8 [-6]'s, allowing for more okizeme From 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 236HGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25].

Charged Dust Starter

Charged Dust StarterFor big punishes, or just catching people sleeping.
214 Damage
Easy

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 reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. punish. 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.

Combo Theory

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.

Example enders:

  • ... > 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.

Example routes:

  • c.S > 6H > 214S, 662K > 6H > SS 623H, 5P > 623H
  • CH 214S, 66H > 623H > c.S > 6H > 623H > 623S

j.D Launch


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

Intermediate.png 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
  1. Close Range Corner BNB
  2. Close Range Metered Midscreen Starter
  3. Counterhit Combo Repository
  4. Basic Metered Any Starter and Position Combo (Use this combo as a beginner metered combo!)

Close Range Corner BNBUtilize the shock state's launching properties!
238 Damage
Easy

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 DP Dragon 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 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.

Against large hurtbox characters in c.S range, you might 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
Very Easy

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 large hurtboxes at all. In exchange, Ky loses a bit of 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 state's launching properties, this time with meter!
252 Damage
Easy

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 opponent's 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 incurs 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
Easy

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. 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
Medium

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
Easy

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
Easy

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. 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

Advanced.png 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)
Medium

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 canceled 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 Punish170-211 Damage
Medium

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 Ky's 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.DGGST Ky Kiske jD.pngGuardAllStartup13Recovery15Advantage- 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 buffered with the dash button), the move's input, and then the button needed to perform it. This window to input the special 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.

Optimized Close Range Fullscreen Heavyweight Burst PunishNeeded for heavyweights only, or as an easier combo.
156-210 Damage
Easy

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. 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. 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.

e.g. 5K > 2D > 236236P, 5H > dl 236K(, 236H) Damage: 171

Foudre Arc (214K)
  • 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 a combo, due to the opponent being 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 in a very poor ender: it is not damaging at all and impossible to convert into a super Wall Break.

e.g. 5K > 2D > 236236P, 5H > 214K(, dash button236H) Damage: 160

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.

e.g. Corner CH 214S > 665K > 6H > dl.623H > c.S > 6H WS 5[D] Damage: 215.

When used mid-combo, the increased hits make 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 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 an 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 RC.

  • DI: Pretty much the same, but with longer hit animation for heavier button to follow up (+).

In short, not much is different.
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Combo List

  • 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).

5P/2P/5K/2K Starters

5P/2P/5K/2K Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2P > (2P > 2P) > 6P > 214S Anywhere 64~69~71 Everyone [1] Very Easy Tension Gain: 16%
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.
YT 1.34
5K/2K > 2D > 214S Anywhere 66~70 Everyone [1] Very Easy Tension Gain: 16%
Confirm into Dire Eclat. Grants Shock State and a knockdown.
YT 1.34
5K/2K > 2D Anywhere 46~50 Everyone [1] Very Easy Tension Gain: 10%
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.
YT 1.34
AA 5P > 66 c.S > (2S) > 5H > 214K > (236H) Anywhere 108 Everyone [2] Easy Can skip the 2S for consistency, it does give better corner carry so I recommend learning the timing. YT 1.34
AA 5P > c.S, 66 c.S > 2S > 5H > 214K > 5H > 214K WS 214S Midscreen 170 Everyone [3] Medium Tension Gain: ~+40%
go-to conversion off of 5P AA, has very good corner carry and tension gain. Can fit a tiny microdash after 5P, but is probably never worth worrying about.
YT 1.34
AA 5P , jc j.S > j.D > adc > j.H > c.S > 5H > 214K > 5H WS 214S Midscreen 169 Everyone [3] Medium Tension Gain: ~+35%
Jump cancel route of the combo above.
YT 1.34
5K/2K > 6H > 214S, 662K/5K > 6H > 623H, c.S WS 623H/214S Corner 181 Everyone [4] Hard Tension Gain: 30%
High damage corner combo for when the opponent is hit crouching. Wall break with 214S to trade damage for Shock State.
YT 1.34
5K/2K > 2D > 214S > RRC, 66c.S > 5H > 623H, c.S > 6H WS > 623H Back to Corner 184 Everyone [3] Medium Tension Gain: ~-20%
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.
YT 1.34
Meaty 5K > c.S > 5H > 236K Anywhere 91 Everyone [4] Hard Only works if hitting with the very last frame of 5K, such as after a "safe jab" 5K. YT 1.34
Meaty 5K > c.S > 6H > SS 623H > c.S > 6H > WS > 214S Corner 179 Everyone [5] Very Hard Tension Gain: ~-20%
The above combo modified to break the wall in shock state.
YT 1.34

c.S/f.S/2S Starters

c.S/f.S/2S Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > 2H > 214S Anywhere 118 Everyone [1] Very Easy Tension Gain: +12%
Applies Shock State. Sets up safejumps with IAD j.H or 66214K. You can also start this combo with f.S/2S with dash momentum
YT 1.34
c.S > jc > j.D > 66 > j.H > c.S > 5H > 214K > c.S > 6H WS > 214S Round Start 220 Everyone [4] Hard Tension Gain: ~40%
Universal route for all characters since 1.30 weight normalization. Combo also works on counter hit if the jump cancel is a 7jc instead of 8 or 9.
YT 1.34
c.S > 6H > dl > 214S, 665K/2K > 6H > 623H, c.S WS 623H/214S Corner 238 Everyone [3] Medium Tension Gain: +34%
High damage meterless corner combo from c.S. For the delay between 6H and 214S, wait until the character has popped out of the corner to 214S.
YT 1.34
CH c.S > 5[D] > microdash , 5K > 6H > 214K, c.S6H WS 214S Near Corner 231 Everyone [4] Hard Tension Gain: +40%
Counter Hit c.S punish meterless combo that uses 5[D] as launcher on CH confirm. If CH c.S has dash momentum, 5K will connect without the microdash.
YT 1.34
f.S/2S > 5H > 236K Anywhere 97 Everyone [2] Easy Tension Gain: +17%
Very spacing dependent. At round start omit the 5H and go straight into dipper. Has a throw/blockable gap if f.S/2S has dash momentum or lands too close.
YT 1.34
CH f.S/2S > 5H > ST 214K > 2K > 2D Anywhere 128 Everyone [4] Hard Requires both Counter Hit and Shock State. Omit 5H when hitting at longer ranges or else the 2K will not connect. YT 1.34
CH f.S/2S > 5H > ST 214K > 2K > 6H > 236K > WS 214S Corner 187 Everyone [5] Very Hard The above combo modified to break the wall. You can't omit the 5H or it won't wall splat. YT 1.34
CH f.S > 236[D] > dl. 6H > 6H > 214S > 6H WS 66623H Round Start 206 Everyone [4] Hard Tension Gain: ~37%
Universal wall break off of a CH f.S at roundstart. Delay the first 6H, as buffering the input will result in them going over it.
YT 1.34

5H/2H/6H Starters

5H/2H/6H Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
AA 2H(1~2) > 623H Anywhere 87~96 Everyone [1] Very Easy Tension Gain: ~8%
Basic anti-air confirm. Should work at any height on both normal and counter hit, and also works on grounded hit provided Ky is close enough.
YT 1.34
AA 2H(1) > 214K > 5H > 214K Midscreen 116 Everyone [2] Easy Tension Gain: ~19%
Anti-air confirm on falling opponent. Sends the opponent to the corner. At max height 2H hit, the 214K will send the opponent flying in the opposite direction and drop the combo.
YT 1.34
AA 2H(1) > 214K > 5H > 214K > c.S > 214S WS 623H Near Corner 182 Everyone [2] Easy Tension Gain: +~30%
Similar to above combo adjusted for being close enough to wall stick with 214S and then break with 623H.
YT 1.34
CH 2H(2) > 236H > dash > c.S > 2H(2) > 214K > 5K > 214S Anywhere 184 Everyone [3] Medium Tension Gain: ~40%
High damage DP punish. You can end on super (or double super).
Gfy 1.34
CH 2H(2) > 236H > 6H > 623H > c.S > 5H WS 623H Corner 245 Everyone [3] Medium Tension Gain: +36%
Grounded corner 2H Counter Hit punish. Useful after baiting a throw break attempt with backdash.
YT 1.34
CH 2H(2) > 236H > 66 c.S > 2H(2) > 214K > c.S > 5H > WS Near Corner 188 Everyone [3] Medium Tension Gain: ~38%
Good punish or stagger pressure option for Ky when near the corner. This sets up into a wall slump where you can use 2H(2) > 214K as a safe jump.
YT 1.34
CH AA 2H(1) > 236H > 6H > 623H > c.S > 5H > 214K WS 623H Corner 243 Everyone [3] Medium Tension Gain: +38%
Anti Air 2H Counter Hit meterless punish in corner.
YT 1.34
2H(2) > 214S > 5K > 6H > 623H > c.S WS 623H Corner 221 Everyone [4] Hard Tension Gain: +30%
6H cancel into 623H is pretty tight. c.S can fail to wall stick if hit too late, so c.S can be replaced by 623S for a slightly more consistent combo that deals 1 less damage.
YT 1.34
6H > 214S > 66 5K > 623H > c.S > 6H WS > 623H Corner 224 Everyone [4] Hard Tension Gain: 44%
6H meterless normal hit confirm. At max range, use 2K instead of 5K.
YT 1.34
6H > 6H > c.S > 6H > 214S > 6H WS > 623H Near Corner 234 Everyone [4] Hard Tension Gain: 34%
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.
YT 1.34
6H > 66 c.S > dc > c.S > 6H > 214S > 6H WS > 623H Next to Corner 226 Everyone [5] Very Hard Tension Gain: 34%
6H meterless normal hit confirm that only works when opponent is very slightly out of the corner. Incredibly small window of spacing where this is more efficient than other combos.
YT 1.34
CH 6H > dl.214K > 662S > 5H > 214K Anywhere 142 Everyone [3] Medium Tension Gain: ~30%
BnB meterless 6H counterhit confirm.
YT 1.34
CH 6H > 236H > 66 5H > 623H > 5H > dl. 214S > 6H WS > 623H Corner 259 Everyone [4] Hard Tension Gain: 44%
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 easier combo below instead. Some characters don't need 214S to be delayed.
YT 1.34
CH 6H > 236H > 66 5H > 623H > c.S > 5H > 214S WS > 623H Corner 253 (LE) Everyone [3] Medium Tension Gain: 44%
Adjustment of the above. 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%)
YT 1.34
CH 6H > 66 > 2H > delay 214S > 6H > 623H > c.S > WS > 623H Near corner 242 Everyone [4] Hard Tension Gain: ~+35%
Works a bit away from the corner, but requires a dash before the 2H to get to the corner. On Leo, use 2K instead of c.S to wallstick.
YT 93017
(PC)
1.34

Jump-in Starters

Jump-in Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.H > c.S > 5H > 236K Anywhere 121 Everyone [2] Easy Tension Gain: 27%
j.H confirm. Needs a deep j.H or the c.S will not combo.
YT 1.34
j.H > c.S > 5H > 236K(2) > 66RRC > 2H > 214K WS 623H Midscreen/Near Corner/Corner 200 Everyone [2] Easy Tension Gain: -47%
RC extension for the above combo that will wall stick via 214K from midscreen or closer.
YT 1.34
j.H > c.S > 6H > 214K > 2H(2) > 214S > 623H Near Corner 197 Everyone [3] Medium Tension Gain: ~+34%
Simple meterless wallbreak combo from j.H when near the corner. Requires relatively precise positioning for 6H to bounce them correctly so 214K connects.
YT 1.34
j.H > c.S > 5H > 236K(2) > 66RRC > c.S > 6H > 623H > WS 623H Midscreen 213 Everyone [3] Medium Tension Gain: ~-30%
Deep j.H needed for c.S to work. Works in corner/near corner.
YT 1.34
j.H > j.D > adc > j.K > c.S > 5H > 214K > 6H > WS 214S Midscreen 185 Everyone [3] Medium Tension Gain: 25%
Meterless wallbreak from midscreen that uses up an air action.
YT 1.34

5D/2D Starters

5D/2D Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D] > [7/8/9] > j.H > j.SS Anywhere 158 Everyone [1] Very Easy Tension Gain: +26%
Simple beginner charged Dust combo.
YT 1.34
5[D] > [7/8/9] > j.H > j.S > 9jc > j.H > j.SS Anywhere 189 Everyone [2] Easy Tension Gain: +29%
Slightly more advanced version of the above.
YT 1.34
5[D] > [7/8/9] > j.H > j.S > 9jc > j.H > j.S > j.H > 9jc > j.SS Anywhere 211 Everyone [3] Medium Tension Gain: +31%
BnB Dust combo
YT 1.34
5[D] > [7/8/9] > j.H > j.S > 9jc > j.H > j.S > j.H > 9jc > j.K > j.SS When Cornered 216 Everyone [3] Medium Tension Gain: 32%
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.
YT 1.34
5[D] > [7/8/9] > (Block burst) > 9 > j.H > j.S > j.H 9jc > j.HH Anywhere 154 Everyone [3] Medium Tension Gain: 18%
Route for blocked burst after Dust launch. The jump after blocked burst needs to be delayed slightly or you will fall out, ending the Homing Jump.
YT 1.34
5D > RRC > 5[D] > 66c.S > 6H > 214S > 6H WS > dash > 623H Corner 173 Everyone [3] Medium Tension Gain: ~10%
Consistent and easy tap dust conversion.
YT 1.34
5D > RRC > (dl.) 236H > 5H > 623H > (dl.) c.S > 6H WS > dash > 623H Corner 181 Everyone [4] Hard More optimal tap dust conversion, at the cost of some consistency. Delay on 236H to hit all three hits is dependent on distance and character hurtboxes; no delay is needed for some characters, but others will only connect 1 or 2 hits of 236H. YT 1.34
CH 2D > 214K > 662S > 5H > 214K Anywhere 123 Everyone [3] Medium Tension Gain: 18%
CH 2D confirm into hard knockdown.
YT 1.34
CH 2D > c.S > dc > c.S > 2S > 5H > 214K > 66 5K OTG Anywhere 155 Everyone [4] Hard CH 2D confirm at point blank - can follow up with dash cancel 5K meaty oki. Works from farther away with a 2-frame microdash before the c.S. YT 1.34
CH 2D > c.S > dc > c.S > 5H > dl. 214S > 66 2K > 6H > 623H > 623H Midscreen 222 Everyone [4] Hard CH 2D confirm from point blank spacing at round start distance or closer. May not need to delay 214S depending on character - the higher you hit 214S, the further the combo works from. YT 1.34
CH 2D > 214S > 5K > 6H > 623H > c.S > 6H > 623H Corner 222 Everyone [4] Hard Tension Gain: 36%
After hitting Dire Eclat, do a micro dash to connect 5K.
YT 1.34

Ground Throw Starter

Ground Throw Starter
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
Throw 66RRC > c.S > 2H(2) > 214K > 5H > 214K WS > 623H Midscreen/Near corner 165 Everyone [2] Easy Tension Gain: ~-36%
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.
YT 1.34
Throw 44RRC > 236H > dash > 2S > 5H > 214K WS > 623H Corner 167 Everyone [4] Hard Tension Gain: ~ -40%
Hard to burst combo, can dash up and block after fireball to bait the burst again.
YT 1.34
Throw 44RRC > 236H > (66) 6H > 623H > c.S > 623H Corner 177 Everyone [4] Hard Tension Gain: ~-35%
Burst-safe corner throw RC route. Dashing 6H is only necessary if the opponent actually bursts. 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.
YT 1.34

Special Move Starters

Special Move Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 214K > 2K > 2D > 214S Anywhere 89 Everyone [1] Very Easy Tension Gain: ~18%
Ground counterhit Foudre Arc combo.
1.34
AA 214K > 2S > 5H > 214K Anywhere 106 Everyone [2] Easy Tension Gain: ~18%
Air hit Foudre Arc combo. Works on counterhit as well
YT 1.34
CH 214S > microdash > 2/5K > 6H > 623H > c.S > 6H > WS > 623H Corner 207 Everyone [3] Medium Tension Gain: 36%
corner CH Dire Eclat meterless wallbreak combo. Easier to connect the microdash kick the closer the Eclat hits from.
YT 1.34
CH 214S > 6H > 623H > c.S > 6H > 623H WS > 623H Corner 224 Everyone [3] Medium Tension Gain: 37%
Close range corner dire eclat CH combo. Drops if Eclat is hit from too far away.
YT 1.34
CH 214S > dash > 5H > 214K > 5H > 214K Anywhere 136 Everyone [5] Very Hard Tension Gain: ~32%
Semi-difficult microdash confirm off a counterhit Dire Eclat. Much easier to do when the opponent has the corner behind them of course.
YT 1.34
CH Shock State 623H > dash > c.S > 2H > 214K Anywhere 129 Everyone [4] Hard Tension Gain: ~20%
Pretty hard timing to dash after the H DP. Have to also time the c.S while Ky is offscreen so it's pretty hard.
YT 1.34
236K(2) > RRC > dash > [5D] > c.S > dc > 2K > c.S > 2S > 5H > 214K Anywhere 157 Everyone [4] Hard Tension Gain: ~-40%
50 tension Stun Dipper RC combo, a cornerstone of your neutral.
YT 1.34
236K(1) > RRC > 66[5D] > c.S > 6K > 5K > 6H > 214S > 6H WS > 66623H Corner 196 Everyone [3] Medium Tension Gain: ~-40%
50 tension wallbreak combo off of stun dipper in the corner.
YT 1.34

Extra Combo Theory

5[D] Pickup

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 5K/2K > 6H > 236D > (...), 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 Whitefang, 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. 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.

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