GGACR/Ky Kiske/Combos: Difference between revisions

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(→‎Throw Combos: Added meter gain stats)
m (Lightning Javelin is a follow-up special)
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!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
|-
| 5D JC > j.S JC > j.S JC > j.S > j.H > 623H~H || any || 104 || 20.40 || all || {{clr|1|Very Easy}} ||  
| 5D JC > j.S JC > j.S JC > j.S > j.H > 623H -> H || any || 104 || 20.40 || all || {{clr|1|Very Easy}} ||  
|-
|-
| 5D JC > j.H JC > j.S JC > j.S JC > j.S > j.H > 623H~H || any || 122 || 22.80 || all || {{clr|2|Easy}} ||
| 5D JC > j.H JC > j.S JC > j.S JC > j.S > j.H > 623H -> H || any || 122 || 22.80 || all || {{clr|2|Easy}} ||
|-
|-
| 5D JC > JC > j.S > c.S > 2H > 623H~H || any || 99 || 19.68 || all || {{clr|3|Medium}} || Impossible Dust, knocks down
| 5D JC > JC > j.S > c.S > 2H > 623H -> H || any || 99 || 19.68 || all || {{clr|3|Medium}} || Impossible Dust, knocks down
|-
|-
| 5D JC > JC > [j.S] or [j.H] > 66 c.S > 2H > 623H~S > 66H > 2H > 623H~S > 66H > delayed 6K || corner || 143 || ~35 || all || {{clr|4|Hard}} || Impossible Dust into VT loop that knocks down and keeps the corner. See notes above about Hard VT loop.
| 5D JC > JC > [j.S] or [j.H] > 66 c.S > 2H > 623H -> S > 66H > 2H > 623H -> S > 66H > delayed 6K || corner || 143 || ~35 || all || {{clr|4|Hard}} || Impossible Dust into VT loop that knocks down and keeps the corner. See notes above about Hard VT loop.
On larger characters, you can dj.H instead of dj.S.
On larger characters, you can dj.H instead of dj.S.
|}
|}
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*Anything > 2D
*Anything > 2D
*Combo that pushes the opponent away > 5H > delay 236K
*Combo that pushes the opponent away > 5H > delay 236K
*Air combo > j.S > 623H~H
*Air combo > j.S > 623H -> H
*Juggle combo > 6K
*Juggle combo > 6K


Ending a combo in a special move like 236K or 623H~H usually yields more damage and meter but may be harder to set up, when in doubt just 2D and set up okizeme. It is almost always worth it to sacrifice a bit of damage for a better knockdown situation. As you learn more about Ky's combos, always keep the knockdown rule in mind!
Ending a combo in a special move like 236K or 623H -> H usually yields more damage and meter but may be harder to set up, when in doubt just 2D and set up okizeme. It is almost always worth it to sacrifice a bit of damage for a better knockdown situation. As you learn more about Ky's combos, always keep the knockdown rule in mind!


===Corner Combos, S Javelin / 6K ender===
===Corner Combos, S Javelin / 6K ender===
A huge boost to your potential damage, and a reward for pushing the opponent to the corner is the special wallstick property of S Lightning Javelin. Another useful tool here is 6H's corner wallbounce when it hits an airborne opponent. Using these, you can squeeze more damage out of corner combos. An easy example combo: 214K > c.S > 2H > 623H~S > 6H > (delay)6K
A huge boost to your potential damage, and a reward for pushing the opponent to the corner is the special wallstick property of S Lightning Javelin. Another useful tool here is 6H's corner wallbounce when it hits an airborne opponent. Using these, you can squeeze more damage out of corner combos. An easy example combo: 214K > c.S > 2H > 623H -> S > 6H > (delay)6K


Essentially, anywhere you would use 623H~H in combo, you can instead use 623H~S to extend that combo in the corner. When 6K hits an airborne opponent, they'll be forced to the ground. You may have to delay the 6K depending on the height of the opponent as they bounce off the wall. You can end the combo in 6H > 623H~H instead for more damage and meter, but the okizeme situation will be entirely different since you and the opponent will be pushed midscreen instead of kept in the corner.
Essentially, anywhere you would use 623H -> H in combo, you can instead use 623H -> S to extend that combo in the corner. When 6K hits an airborne opponent, they'll be forced to the ground. You may have to delay the 6K depending on the height of the opponent as they bounce off the wall. You can end the combo in 6H > 2H > 623H -> H instead for more damage and meter, but the okizeme situation will be entirely different since you and the opponent will be pushed midscreen instead of kept in the corner.


You can increase the stability of the combo and get more damage out of them by delaying your S Javelin input, allowing you enough time to run up to the opponent and link a c.S as they fall. Example: 214K > c.S > 2H > 623H ~ (delay)S > 66c.S > 2H > 623H ~ (delay)S > 6H > 6K. The window for the S Javelin input after 623H is specific, if you're too late you won't get anything at all and the opponent might recover out of the corner. If you do it too early, the opponent may be able to recover before you can reach them in time to c.S. Practice the timing and learning to eyeball the amount you need to delay your Javelin to get more damage and meter out of your corner combos.
You can increase the stability of the combo and get more damage out of them by delaying your S Javelin input, allowing you enough time to run up to the opponent and link a c.S as they fall. Example: 214K > c.S > 2H > 623H -> (delay)S > 66c.S > 2H > 623H -> (delay)S > 6H > 6K. The window for the S Javelin input after 623H is specific, if you're too late you won't get anything at all and the opponent might recover out of the corner. If you do it too early, the opponent may be able to recover before you can reach them in time to c.S. Practice the timing and learning to eyeball the amount you need to delay your Javelin to get more damage and meter out of your corner combos.


===Spending Meter===
===Spending Meter===
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Let's look at a few universal combos that burn meter:
Let's look at a few universal combos that burn meter:


*A standard, universal meter combo: ... > 6K > 236D~4D > 2K > 2D
*A standard, universal meter combo: ... > 6K > 236D -> 4D > 2K > 2D
*50 meter variant: ... > 6K > 236D~4D~6D
*50 meter variant: ... > 6K > 236D -> 4D -> 6D
*50 meter in the corner: ... > 6K > 236D~4D~6D > 6H > 6K
*50 meter in the corner: ... > 6K > 236D -> 4D -> 6D > 6H > 6K


Keep in mind that because these combos include Lightning Sphere, you will be put into tension cooldown in all of them, even the ones where you cancel into Charge Drive for 50 meter. As you'll learn, these combos are not an optimal usage of meter. Charge Drive is best used to end games since it's only a marginal damage increase over Ky's other meter burn options while being very expensive, the advantage here is that it has way less variables to consider than some of Ky's other tools. Lightning Sphere has less potential damage than Stun Edge FRC routes, but it's much easier to execute and isn't character specific at all. Lightning Sphere can also be used after 2D for more damage, though this is harder and more character specific. Here is an example: ... > 2D > 236D~4D > c.S > 2H > 623H~H.
Keep in mind that because these combos include Lightning Sphere, you will be put into tension cooldown in all of them, even the ones where you cancel into Charge Drive for 50 meter. As you'll learn, these combos are not an optimal usage of meter. Charge Drive is best used to end rounds since it's only a marginal damage increase over Ky's other meter burn options while being very expensive, the advantage here is that it has way less variables to consider than some of Ky's other tools. Lightning Sphere has less potential damage than Stun Edge FRC routes, but it's much easier to execute and isn't character specific at all. Lightning Sphere can also be used after 2D for more damage, though this is harder and more character specific. Here is an example: ... > 2D > 236D -> 4D > c.S > 2H > 623H -> H.


'''50 Meter Combos, Sacred Edge / Ride The Lightning''' <br>
'''50 Meter Combos, Sacred Edge / Ride The Lightning''' <br>
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*RTL 50 meter combo: 5K > 5H > 2D > 632146H
*RTL 50 meter combo: 5K > 5H > 2D > 632146H


Put simply, Sacred Edge is usually more optimal damage, but also more character specific. RTL does less damage overall but isn't character specific. You want to be as close as possible to the opponent when you hit with 2D so that you can guarantee the Sacred Edge hits them. This will knock them down, but if you're close enough you can also extend the combo like in this example: ... > 2D > 236236P > 66(c.S/2S) > 2H > 623H~(S/H). This really depends on the character, as their fall speed and falling hurtbox will determine whether 2S or c.S is more stable against them, and even how much time you have to dash in. RTL typically isn't worth it in this situation due to the lack of damage, even if it's much easier to connect. However, refer to the TK RTL section below to see its strength when combined with a Tiger Knee motion.  
Put simply, Sacred Edge is usually more optimal damage, but also more character specific. RTL does less damage overall but isn't character specific. You want to be as close as possible to the opponent when you hit with 2D so that you can guarantee the Sacred Edge hits them. This will knock them down, but if you're close enough you can also extend the combo like in this example: ... > 2D > 236236P > 66(c.S/2S) > 2H > 623H -> (S/H). This really depends on the character, as their fall speed and falling hurtbox will determine whether 2S or c.S is more stable against them, and even how much time you have to dash in. RTL typically isn't worth it in this situation due to the lack of damage, even if it's much easier to connect. However, refer to the TK RTL section below to see its strength when combined with a Tiger Knee motion.  


There are more ways to spend meter in combos, most notably ones that involve Stun Edge FRC and 6H loops, these are more difficult and character specific and are covered in their own sections below. Going forward, try thinking about whether you should spend meter in your current situation, and if so, which options are possible or consistent to go for at the moment.
There are more ways to spend meter in combos, most notably ones that involve Stun Edge FRC and 6H loops, these are more difficult and character specific and are covered in their own sections below. Going forward, try thinking about whether you should spend meter in your current situation, and if so, which options are possible or consistent to go for at the moment.
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'''222H FRC''' <br>
'''222H FRC''' <br>
Use this when a combo doesn't quite kill and no other OTG option will end the round. Functionally it's nearly identical in damage potential to 2P(x4/5), though it's generally better off of shorter combos.
Use this when a combo doesn't quite kill and no other OTG option will end the round. Functionally it's nearly identical in damage potential to 2P(x4/5), though it's generally better off of shorter combos.
... > 222H FRC > c.S > 2H > 623H~H ( > 222H)
... > 222H FRC > c.S > 2H > 623H -> H ( > 222H)


'''2P(x4/5)''' <br>
'''2P(x4/5)''' <br>
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===H Javelin Loop===
===H Javelin Loop===
A good way to optimize midscreen combos is learning how to loop off H Javelin. Example: Throw RC > 66c.S > 2H > 623H~H > 2P > c.S > 2H > 623H~H. If done correctly, you'll be able to link a 2P just before they hit the ground, and loop them into the same combo again.
A good way to optimize midscreen combos is learning how to loop off H Javelin. Example: Throw RC > 66c.S > 2H > 623H -> H > 2P > c.S > 2H > 623H -> H. If done correctly, you'll be able to link a 2P just before they hit the ground, and loop them into the same combo again.


This is somewhat character specific, against ABA and Ky, you'll need to swap 2P for 2K due to their falling hurtbox. It's almost always better to go for 2P outside of those exceptions though, because it starts up 1f faster. Even with that in mind, this combo can be pretty finicky. Generally, you want to hit them with H Javelin as low on their hurtbox as possible after 623H to ensure you hit the ground early and have time to link a jab. Another way to say that is that you need to get them higher up before you hit them with H Javelin.
This is somewhat character specific, against ABA and Ky, you'll need to swap 2P for 2K due to their falling hurtboxes. It's almost always better to go for 2P outside of those exceptions though, because it starts up 1f faster. Even with that in mind, this combo can be pretty finicky. Generally, you want to hit them with H Javelin as low on their hurtbox as possible after 623H to ensure you hit the ground early and have time to link a jab. Another way to say that is that you need to get them higher up before you hit them with H Javelin.


===6H Wallbounce / Loop===
===6H Wallbounce / Loop===
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*Midscreen: (starter) > 6H(xN) > 236K(1 hit)
*Midscreen: (starter) > 6H(xN) > 236K(1 hit)
*Near corner: (starter) > 6H(xN) > 662S > 2H > 623H~(H/S) > etc.
*Near corner: (starter) > 6H(xN) > 662S > 2H > 623H -> (H/S) > etc.


'''"How many times can I do it?"''' <br>
'''"How many times can I do it?"''' <br>
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===Greed Sever Loop===
===Greed Sever Loop===
Basically, do 214K > 2H > 214K > c.S > 2H > 623H(H~S). Adds damage, meter gain, and gets them up higher for easier H Javelin loops. A bit character specific.
Basically, do 214K > 2H > 214K > c.S > 2H > 623H -> (H/S). Adds damage, meter gain, and gets them up higher for easier H Javelin loops. A bit character specific.


===Stun Edge FRC===
===Stun Edge FRC===
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'''TK RTL vs. Sacred Edge damage''' <br>
'''TK RTL vs. Sacred Edge damage''' <br>
TK RTL carries the opponent further to the corner, and is almost always a mild damage increase over 2D > 236P236P. It is less stable however, and more difficult.
TK RTL carries the opponent further to the corner, and is almost always a mild damage increase over 2D > 236236P. It is less stable however, and more difficult.


===Javelin FRC===
===Javelin FRC===

Revision as of 08:38, 13 April 2021


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
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
AB =  A.B.A
AN =  Anji Mito
AX =  Axl Low
BA =  Baiken
BR =  Bridget
CH =  Chipp Zanuff
DI =  Dizzy
ED =  Eddie
FA =  Faust
IN =  I-No
JA =  Jam Kuradoberi
JO =  Johnny
JU =  Justice
KL =  Kliff Undersn
KY =  Ky Kiske
MA =  May
MI =  Millia Rage
OR =  Order-Sol (HOS)
PO =  Potemkin
RO =  Robo-Ky
SL =  Slayer
SO =  Sol Badguy
TE =  Testament
VE =  Venom
ZA =  Zappa


Combo List

Start at Basic Combos if you're new, these are enough to play Ky effectively. Check out the Combo Theory section for further guidance and optimization.

Basic Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
(5K/2K) > c.S > 2D any 51 7.92 all Very Easy Stuff > 2D is your go-to. 236D will set up basic okizeme.
6P > c.S > 2H > 623H -> H any 96 13.68 all Very Easy Anti air combo.
(214K/Throw RC), c.S > 2H > 623H -> H any 91 20.88 all Very Easy Basic juggle, starts off of anything that puts the opponent in the air (214K, throw RC, 214 CH, etc.)
(5k/2K) > c.S > 6K > 236D -> 4D, 2K > 2D any 106 -15.08 all Easy Simple 25 meter combo.
(5K/2K) > c.S > 6K > 236D -> 4D -> 6D any 138 -38.38 all Easy 50 meter, big damage.
(214K/Throw RC) > c.S > 2H > 623H -> S, 66H > 2H > 623H -> H corner 125 35.76 all Easy Corner combo. You can start this off of anything that puts the opponent in the air (214K, throw RC, 214D CH, etc.)
(214K/Throw RC) > c.S > 2H > 623H -> S, 66H > delayed 6K corner 116 28.56 all Easy Alternate ender, keeps the opponent deep in the corner.
(5K/2K) > c.S > 6K > 236D -> 4D -> 6D > 6H > delayed 6K corner 161 -36.86 all Easy 50 meter, big damage into knockdown

Throw Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
Throw RC (FRC) > 66c.S > 2H > 623H -> H midscreen 95 -42.32 (-17.32) all Very Easy
Throw RC (FRC) > 66c.S > 2H > 623H -> H ▷ 2P/2K > c.S > 2H > 623H -> H midscreen 111 -36.36 (-11.36) all Medium Midscreen H Javelin loop. Replace 2P with 2K on A.B.A and Ky, position dependent.
Throw RC (FRC) > 66c.S > 2H > 623H -> (delay)S ▷ 66c.S > 2H > 623H -> (delay)S ▷ 66H > 2H > 623H -> H corner 127 ?? all Medium Corner S Javelin loop, midscreen knockdown.
Throw RC (FRC) > 66c.S > 2H > 623H -> (delay)S ▷ 66c.S > 2H > 623H -> (delay)S ▷ 66H > 6K corner 123 ?? all Medium Corner S Javelin loop, corner knockdown.
Throw RC (FRC) > 66c.S > 2H > 623H -> (delay)S ▷ 66H > (delay)c.S > 2H > 623H -> (delay)S ▷ 66H > 6K corner 124 ?? all Hard Harder, more optimal S Javelin loop, corner knockdown.
Throw RC (FRC), [6H]x2, 662P > c.S > 2H > 623H -> H near corner ?? ?? specific Hard Throw RC 6H link, see table below for compatible characters.
Air throw ▷ 2P > c.S > 2H > 623H -> H corner 98 23.82 all Easy From air throw wallbounce. Depends on distance from corner and height.
Air throw ▷ 2P > c.S > 2H > 623H -> (delay)S ▷ 66H > 2H > 623H -> H corner 120 42.20 all Medium Corner S Javelin loop.
Air throw ▷ 2P > c.S > 2H > 623H -> (delay)S ▷ 66H > 6K corner 113 ?? all Medium S Javelin loop, 6K ender.
Air throw ▷ 2P > c.S > 2H > 623H -> (delay)S ▷ 66c.S > 2H > 623H -> S ▷ 66H > 2H > 623H -> H corner 130 ?? all Hard 2 reps, S Javelin delays need to be on point, difficulty varies depending on weight.
Air throw ▷ 2P > c.S > 2H > 623H -> (delay)S ▷ 66c.S > 2H > 623H -> S ▷ 66H > 6K corner 126 ?? all Hard 2 reps, 6K ender variant.

Counter-hit Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
6P CH > c.S > 2H > 623H -> H midscreen 111 ?? all Very Easy Simple 6P CH confirm.
6P CH > c.S > 2H > 623H -> H ▷ 2P > c.S > 2H > 623H -> H midscreen 145 ?? all Medium 6P CH H Javelin loop.
6P CH > 6H, 6H > 662P > c.S > 2H > 623H -> H midscreen 141 ?? all Easy Simple 6H loop.
6P CH > [6H, 6H]x3 > 662S > 2H > 623H -> H midscreen 151 ?? all Easy 3 rep 6H loop.
6P CH > [6H, 6H]x4 > 662S > 2H > 623H -> H midscreen 162 ?? ?? Medium 4 rep 6H loop.
c.S CH > 3H, 662P > 5H > 2D any 137 ?? all Very Easy Simple c.S CH confirm.
c.S CH > 3H, 66c.S > 6K, 2K > 2D any 156 ?? all Medium c.S CH confirm.

Greed Sever Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
214K, 66c.S > 2H > 623H -> H any 91 ?? all Easy
214K, 66c.S > 2H > 623H -> H, 2P > c.S > 2H > 623H -> H any 113 ?? all Medium
214K CH, [6H, 6H]x2, 6H JC > IAD j.H > 623H -> H Midscreen 133 ?? all Hard CH into a 6H loop
214K CH, [6H, 6H]x2 JC > IAD delayed j.H ▷ c.S > 2H > 623H -> H Midscreen 136 ?? all Very Hard CH into a 6H loop, delay j.H link.
214K CH, 6H, 6H JC > IAD delayed j.H ▷ c.S > 2H > 623H -> S, 6H > 6K Near Corner 139 ?? all Very Hard CH into a 6H loop, delay j.H link.
214K, 66c.S > 2H > 623H -> (delay)S, 66H > (delay)c.S > 2H > 623H -> (delay)S, 6H > 6K Corner 134 ?? all Hard More optimal, your delays and microdashing need to be clean so that they're low enough and close enough at the end.
214K, 66c.S > 2H > 623H -> (delay)S, 66c.S > 2H > 623H -> (delay)S, 6H > 6K Corner 131 ?? all Medium Easier combo, slightly less damage.

5D Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
5D JC > j.S JC > j.S JC > j.S > j.H > 623H -> H any 104 20.40 all Very Easy
5D JC > j.H JC > j.S JC > j.S JC > j.S > j.H > 623H -> H any 122 22.80 all Easy
5D JC > JC > j.S > c.S > 2H > 623H -> H any 99 19.68 all Medium Impossible Dust, knocks down
5D JC > JC > [j.S] or [j.H] > 66 c.S > 2H > 623H -> S > 66H > 2H > 623H -> S > 66H > delayed 6K corner 143 ~35 all Hard Impossible Dust into VT loop that knocks down and keeps the corner. See notes above about Hard VT loop.

On larger characters, you can dj.H instead of dj.S.

25 Meter Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
AD j.S > j.H ▷ 5H > 6K > 236D -> 4D, c.S > 2D Corner 187 ?? all Easy Lightning Sphere from Airdash.
AD j.S > j.H ▷ 5H > 6K > 236H 6FRC6, 5H > 6K > 2K > 2D Corner 208 ?? all Hard Stun Edge FRC from Airdash.
2S > 5H > 6K > 236H 6FRC6, 5H > 6K > 2K > 2D Corner 194 ?? all Hard Stun Edge FRC from low.
j.214D ▷ Throw > j.214D (hit), 2P > c.S > 2H > 623H -> H Midscreen 96 ?? all Easy Stun Rays throw mixup.
j.214D ▷ Throw > j.214D (hit), 2P > c.S > 2H > 623H -> H ▷ 2P > c.S > 2H > 623H -> H Midscreen 105 ?? ?? Medium Stun Rays throw mixup, H Javelin loop.
j.214D ▷ 2D > j.214D (hit), 66c.S > 2H > 623H -> H Midscreen 114 ?? all Easy Stun Rays low mixup.
j.214D ▷ 2D > j.214D (hit), 66c.S > 2H > 623H -> H ▷ 2P > c.S > 2H > 623H -> H Midscreen 135 ?? ?? Medium Stun Rays low mixup, H Javelin loop.

50 Meter Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
AD j.S > j.H ▷ 5H > 6K > 236H 6FRC6 > 5H > 6K > 236H 6FRC6 > c.S > 6K, 2K > 2D Corner 244 ?? all Very Hard Stun Edge FRC from Airdash.
2S > 5H > 6K > 236H 6FRC6 > 5H > 6K > 236H 6FRC6 > c.S > 6K, 2K > 2D Corner 237 ?? all Very Hard Stun Edge FRC from low.
AD j.S > j.H ▷ c.S > 2D > 236236P > 66c.S > 2H > 623H > S > 66H > 6K Corner 206 ?? all Medium Sacred Edge from Airdash.
2S > 5H > 2D > 236236P > 66c.S > 2H > 623H > S > 66H > 6K Corner 207 ?? all Medium Sacred Edge from low.
Dead Angle CH, 662P > c.S > 2H > 623H -> S ▷ 66c.S > 2H > 623H -> S > 66H > 6K Corner 95 ?? all Easy Dead Angle Counter Hit combo.

75 Meter Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
AD j.S > j.H ▷ 5H > 6K > 236H 6FRC6, 5H > 6K > 236D -> 4D -> 6D, 6H > 2H > 623H -> H Corner 277 ?? all Hard Stun Edge FRC > Charge Drive from Airdash.
2S > 5H > 6K > 236H 6FRC6, 5H > 6K > 236D -> 4D -> 6D, 6H > 2H > 623H -> H Corner 273 ?? all Hard Stun Edge FRC > Charge Drive from low.
2S > 5H > 6K > 236H 6FRC6, 5H > 6K > 236H 6FRC6, 5H > 6K > 236H 6FRC6, c.S > 5H > 236K Corner 275 ?? all Very Hard Stun Edge FRC x3 from low.

100 Meter Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
c.S > 6K > 236H 6FRC6, 5H > 6K > 236H 6FRC6, 5H > 6K > 236D -> 4D -> 6D, 6H > 2H > 623H -> H Corner 297 ?? all Very Hard Easier if you replace the 5H > 6K parts with c.S > 6K.
Dead Angle RC, 66c.S > 2H JC > j.S > j.H > 623H -> H, 2P > c.S > 2H > 623H -> H Midscreen 98 ?? all Medium Don't do the Javelin loop if you think you can't make the link.

Character-specific Combos

  • 5H > 214K is a new combo on standing in +R, usually started with 5K for the low. Almost always has to start with run momentum very close to the opponent.
  • 5H,6K loop is on airborne opponents in the corner only. Tested with Throw FRC dash 5H and 214K 5H,6K.
  • Throw FRC 6H worked in AC, but is much easier on more of the cast in +R. 6H loops do much better damage now, with less guard bar reduction.
  • 2D > 236K is a combo ender that gives greater corner carry distance when possible.
Character 5K,5H > 214K 5H,6K loop Throw FRC,6H 2D > 236K Comment
A.B.A. NO 1 NO NO
Anji YES 1/2 hard YES NO
Axl YES 1 YES* NO Hard, probably 1F
Baiken NO 1/2 hard YES YES* Max range
Bridget NO 3 YES YES* Max range
Chipp NO 1* YES NO 6K>236K whiffs
Dizzy NO 1* YES NO Hard; very low
Eddie YES 2 YES NO
Faust NO 1 YES NO* 2D jump j.K works; fun.
HOS YES NO NO NO
I-No NO 1/2 hard YES YES* Max range
Jam NO 2 YES NO
Johnny YES 1/2 hard No NO
Justice YES 1/2*/3* NO NO Starts high, higher than 214K bounce/5H,6K > 214K x3
Kliff NO 3 YES YES* Max Range
Ky NO 1 YES* NO No wall bounce mid screen
May NO 3 YES YES* Easy
Millia NO NO YES YES* Easy
Potemkin YES 1/2* NO NO Starts high, higher than GS bounce
Robo Ky NO 1 NO NO
Slayer YES 1 YES* NO No wall bounce mid screen
Sol YES NO YES* NO No wall bounce mid screen
Testament YES 2 YES NO
Venom YES 1/2 hard YES NO
Zappa NO 1/2(hard)/3* YES NO 5H,6K>214K x3

Combo Theory

The following sections are ordered by relative importance, if you're new to playing Ky try applying these concepts step by step, starting with learning how to get knockdowns. Note: You DO NOT have to master all these concepts to play Ky. Arguably the only vital concepts here are the first three sections. The rest will optimize your play, plus they look really cool.

Get The Knockdown

The goal is to always end in a knockdown if possible. Ky's gameplan relies on consistent, looping okizeme. This is usually accomplished by ending combos with 2D, 236K, H Javelin, or 6K. When selecting a combo for a situation, it's best to think about how you'll secure a knockdown at the end in order to decide what you're going to do.

Common routes:

  • Anything > 2D
  • Combo that pushes the opponent away > 5H > delay 236K
  • Air combo > j.S > 623H -> H
  • Juggle combo > 6K

Ending a combo in a special move like 236K or 623H -> H usually yields more damage and meter but may be harder to set up, when in doubt just 2D and set up okizeme. It is almost always worth it to sacrifice a bit of damage for a better knockdown situation. As you learn more about Ky's combos, always keep the knockdown rule in mind!

Corner Combos, S Javelin / 6K ender

A huge boost to your potential damage, and a reward for pushing the opponent to the corner is the special wallstick property of S Lightning Javelin. Another useful tool here is 6H's corner wallbounce when it hits an airborne opponent. Using these, you can squeeze more damage out of corner combos. An easy example combo: 214K > c.S > 2H > 623H -> S > 6H > (delay)6K

Essentially, anywhere you would use 623H -> H in combo, you can instead use 623H -> S to extend that combo in the corner. When 6K hits an airborne opponent, they'll be forced to the ground. You may have to delay the 6K depending on the height of the opponent as they bounce off the wall. You can end the combo in 6H > 2H > 623H -> H instead for more damage and meter, but the okizeme situation will be entirely different since you and the opponent will be pushed midscreen instead of kept in the corner.

You can increase the stability of the combo and get more damage out of them by delaying your S Javelin input, allowing you enough time to run up to the opponent and link a c.S as they fall. Example: 214K > c.S > 2H > 623H -> (delay)S > 66c.S > 2H > 623H -> (delay)S > 6H > 6K. The window for the S Javelin input after 623H is specific, if you're too late you won't get anything at all and the opponent might recover out of the corner. If you do it too early, the opponent may be able to recover before you can reach them in time to c.S. Practice the timing and learning to eyeball the amount you need to delay your Javelin to get more damage and meter out of your corner combos.

Spending Meter

Ky has lots of options in deciding where you want to spend your meter. Force Break/FRC combos usually give more bang for your buck, but will put you in tension cooldown, whereas 50 meter supers are less optimal but keep the meter flowing uninterrupted and hit harder with diminishing returns.

Lightning Sphere / Charge Drive
Let's look at a few universal combos that burn meter:

  • A standard, universal meter combo: ... > 6K > 236D -> 4D > 2K > 2D
  • 50 meter variant: ... > 6K > 236D -> 4D -> 6D
  • 50 meter in the corner: ... > 6K > 236D -> 4D -> 6D > 6H > 6K

Keep in mind that because these combos include Lightning Sphere, you will be put into tension cooldown in all of them, even the ones where you cancel into Charge Drive for 50 meter. As you'll learn, these combos are not an optimal usage of meter. Charge Drive is best used to end rounds since it's only a marginal damage increase over Ky's other meter burn options while being very expensive, the advantage here is that it has way less variables to consider than some of Ky's other tools. Lightning Sphere has less potential damage than Stun Edge FRC routes, but it's much easier to execute and isn't character specific at all. Lightning Sphere can also be used after 2D for more damage, though this is harder and more character specific. Here is an example: ... > 2D > 236D -> 4D > c.S > 2H > 623H -> H.

50 Meter Combos, Sacred Edge / Ride The Lightning
Let's look at some combos that involve actual supers that don't incur tension cooldown:

  • Sacred Edge 50 meter combo: 5K > 5H > 2D > 236236P
  • RTL 50 meter combo: 5K > 5H > 2D > 632146H

Put simply, Sacred Edge is usually more optimal damage, but also more character specific. RTL does less damage overall but isn't character specific. You want to be as close as possible to the opponent when you hit with 2D so that you can guarantee the Sacred Edge hits them. This will knock them down, but if you're close enough you can also extend the combo like in this example: ... > 2D > 236236P > 66(c.S/2S) > 2H > 623H -> (S/H). This really depends on the character, as their fall speed and falling hurtbox will determine whether 2S or c.S is more stable against them, and even how much time you have to dash in. RTL typically isn't worth it in this situation due to the lack of damage, even if it's much easier to connect. However, refer to the TK RTL section below to see its strength when combined with a Tiger Knee motion.

There are more ways to spend meter in combos, most notably ones that involve Stun Edge FRC and 6H loops, these are more difficult and character specific and are covered in their own sections below. Going forward, try thinking about whether you should spend meter in your current situation, and if so, which options are possible or consistent to go for at the moment.

OTG / Lightning Strike(222H)

Ky has a few off the ground (OTG) options for tacking damage onto the end of combos.

5K > c.S
The simplest way, adds 2 damage at the end and isn't hard. Of course, it's not worth it if it doesn't end the round, since the opponent is free to recover and you lose okizeme.

222H
The damage potential of Lightning Strike depends on how long the combo that preceded it was. If it was even remotely long, it will only add 1 single point of damage to your combo. 222H really weakens your okizeme potential due to its long recovery, though you can still run up and use 5K. For these reasons it's not usually worth using it after a long combo. After a short combo however, such as 5K > 5H > 2D, it adds a much higher amount of damage, potentially making the okizeme trade-off worth it.

222H FRC
Use this when a combo doesn't quite kill and no other OTG option will end the round. Functionally it's nearly identical in damage potential to 2P(x4/5), though it's generally better off of shorter combos. ... > 222H FRC > c.S > 2H > 623H -> H ( > 222H)

2P(x4/5)
The best meterless OTG option after an H Javelin knockdown following a long combo. This works due to the opponent's bouncing hurtbox as they're hitting the ground. If they're fully downed, you can't hit them with 2P OTG. You can also do it off 2D but you'd really rather just do 222H at that point since it's a short combo and you get to keep okizeme.

632146H (RTL)
Expensive, but adds 6 damage to the end of long combos, the most optimal. Usually you'd rather just use this 50 meter in the actual combo, where it would do much more damage. Works on fully downed opponents.

6K Link

After hitting 6K in grounded combos, you have enough time to link to a jab like 2P or 2K. You can increase the damage of otherwise unremarkable situations this way.

  • Standard 6K link ender: ... > 6K > 2K > 2D
  • 236K ender: ... > 6K > 2K > 5H > (delay) 236K

Linking with 2P instead of 2K is easier since it is faster, though it lacks range, does less damage, and may not reach in situations where 2K would. 236K enders can be a bit inconsistent depending on the character.

H Javelin Loop

A good way to optimize midscreen combos is learning how to loop off H Javelin. Example: Throw RC > 66c.S > 2H > 623H -> H > 2P > c.S > 2H > 623H -> H. If done correctly, you'll be able to link a 2P just before they hit the ground, and loop them into the same combo again.

This is somewhat character specific, against ABA and Ky, you'll need to swap 2P for 2K due to their falling hurtboxes. It's almost always better to go for 2P outside of those exceptions though, because it starts up 1f faster. Even with that in mind, this combo can be pretty finicky. Generally, you want to hit them with H Javelin as low on their hurtbox as possible after 623H to ensure you hit the ground early and have time to link a jab. Another way to say that is that you need to get them higher up before you hit them with H Javelin.

6H Wallbounce / Loop

On an airborne opponent, 6H will bounce the opponent against the wall. You can then input another 6H right after the first recovers to link them together and cause another wallbounce, repeating the attack over and over. This is great for carrying the opponent to the corner from mid screen and maximizing damage off of specific confirms, but it's a bit of a rare situation. 6H is slow, and getting the opponent in the air long enough to hit them with it is tricky, especially midscreen. This is most often started with a grounded 6P Counter, 214K Counter, 2D > 236H FRC, Throw RC (this is character specific), or even a raw 6H hit against an airborne opponent. When near the corner you can transition to a standard corner combo by using a dash c.S after a rep early into the loop. Examples:

  • Midscreen: (starter) > 6H(xN) > 236K(1 hit)
  • Near corner: (starter) > 6H(xN) > 662S > 2H > 623H -> (H/S) > etc.

"How many times can I do it?"
Unfortunately, there's no easy way to answer this. It varies heavily depending on the situation, including what character you're playing against, how close you are to the corner, how tight your repetition timing is, and what your starter was. You can usually get at least 2 reps, and can get up to 6 depending on the starter. Try the combo out in a bunch of situations and notice how high up the opponent is when it works, and what it looks like when it drops. Try it closer to the corner, and from far away. You'll begin to get a feel for when you need to end the combo early, and when you can keep looping them safely.

"How do I end the loop?"
It can be a bit difficult depending on the situation, more difficult if you're trying to do so optimally. Fortunately there's many potential ways to end it safely. The simplest way is to do only about 2-3 reps and let them fall to the ground normally, but you sacrifice damage. If you're near the corner you can end it with 6K easily. A pretty consistent method both midscreen and in the corner is to input 236K early after your last 6H rep so that the second hit of 236K connects and knocks them down. You can also jump cancel 6H and use Instant Air Dash > (delay)j.H to transition to a c.S > 2H > 623H combo, or do IAD > j.S/j.H > 623H to confirm many rep loops.

Greed Sever Loop

Basically, do 214K > 2H > 214K > c.S > 2H > 623H -> (H/S). Adds damage, meter gain, and gets them up higher for easier H Javelin loops. A bit character specific.

Stun Edge FRC

Difficult, but one of the most optimal ways to spend meter for damage. 236H has quite a bit of hitstun, so by FRCing it you can dash in and continue a combo. This is especially strong in the corner. Example: 2S > 5H > 6K > 236H 6FRC6, c.S > 5H > 2D

5H vs. c.S link
5H is more optimal in some situations and can lead to noticeably higher damage, but may be impossible or extremely difficult to combo depending on the situation since it's slower and pushes you back further than c.S. In short, c.S is much more stable since it's faster and has less pushback. You can also choose to do c.S > 5H > 6K in most situations to increase the damage output, but only if you're very close to certain characters. If you don't know what to use, use c.S.

Looping the combo
You can increase the damage of the combo simply just by looping the sequence. This is stable in the corner but possible midscreen depending on the character and stand/crouch state. Example: 2S > 5H > 6K > 236H 6FRC6, c.S > 6K > 236H 6FRC6, c.S > 5H > 2D

Different enders
You can end it a few different ways. Going for a 2D knockdown is easiest but yields the least damage. You can aim to do a 6K > (2P/2K) link to increase the damage but depending on your current spacing it may not be possible to reach. You can go for c.S > 5H > 236K, but the same problem can present itself here. You can combine the two as well in some situations, ex: ... > 236H 6FRC6, c.S > 6K > 2K > 5H > 236k. The highest damage will typically come from simply ending with 6K > 236H, but this doesn't knock down. If you're unsure of what to go for, 2D is the safest bet for knockdown and 236H is the safest for damage.

"What's 6FRC6?"
That's inputting the first forward of a dash, then hitting your FRC button(s), then inputting the second forward input of the dash in one fluid sequence. If done correctly you'll get a dash at the first possible frame after the FRC cancels 236H.

"FRC isn't coming out."
You have a 2f frame window to get FRC, it's pretty difficult. Input it as Ky's cape is hitting his legs. Remember that 236S and 236H have different timings for when you have to input FRC so you may be getting them mixed up. If it's just not working, don't be discouraged, Lightning Sphere is a good alternative while you're practicing this.

"I can't link c.S after 6FRC6/I'm too far away from them when I link c.S."
Your dash after the FRC has to be clean so that you get the maximum possible time to run up and continue the combo. If you're linking c.S but they're too far away, you're using c.S too early and not dashing in deep enough.

"Should I use Stun Edge FRC or Lightning Sphere?"
In short, Lightning Sphere is much easier but does noticeably less damage in anything above 25 meter combos. 236H FRC works from more distances and does more damage, but can be character hurtbox dependent in how easy it is to perform or even if it's possible at all in certain situations. It's your choice what you want to go for.

2D > 236H FRC > 6H

Even more difficult, but also one of the most optimal uses of meter for damage midscreen. Useful, but very character specific. Example: c.S > 2S > 5H > 2D > 236H FRC > 6H > ...

The idea is to push them out as far as possible before using 2D so that 236H hits them as late and as low to the ground as possible. How you accomplish this is going to vary heavily depending on the character.

TK Ride The Lightning

If you Tiger Knee a Ride The Lightning (RTL), it'll launch them up higher so you can link a normal and combo. This enables confirms from far spaced 2D hits that aren't dependent on 2D > 236H FRC > 6H. Pretty difficult, but can be rewarding.

Why TK?
When performed in the air, RTL has different properties that launch the opponent up higher with each hit and move Ky less quickly horizontally. This enables you to continue the combo.

Do I link with 2P or c.S?
Almost always 2P, but against some characters and in some situations they get bounced high up enough to link c.S.

TK RTL vs. Sacred Edge damage
TK RTL carries the opponent further to the corner, and is almost always a mild damage increase over 2D > 236236P. It is less stable however, and more difficult.

Javelin FRC

Situationally used to squeeze more damage/reps out of H Javelin loops

Video Examples


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