GGACR/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
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


Template

Combo Position Tension Gain Works on: Difficulty Notes
combo transcript where Net Gain who Very Easy
combo transcript where Net Gain who Easy
combo transcript where Net Gain who Medium
combo transcript where Net Gain who Hard
combo transcript where Net Gain who Very Hard

Combo List

Standard Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
(5K/2K) > c.S > 2D any 51 7.92 all Very Easy 2D > 236D will set up basic okizeme
6P > c.S > 2H > 623H~H any 96 13.68 all Very Easy Anti air
214K > c.S > 2H > 623H~H any 91 20.88 all Very Easy Greed Sever confirm
214K > c.S > 2H > JC > j.S > JC > j.S > j.H > 623H~H any 120 ?? all Easy Greed Sever confirm into jump cancel air combo
(5k/2K) > c.S > 6K > 236D~4D > 2K > 2D any 106 -15.08 all Easy 25 meter, feel free to choose a different ender after the sphere connects, like a 6K link, or a Stun Dipper ender
(5K/2K) > c.S > 6K > 236D~4D > 4~6D any 138 -38.38 all Easy 50 meter, big damage
(5K/2K) > c.S > 2D > 236236P any 103 -42.08 all Easy 50 meter, no tension cooldown, 236D after for oki
214K > c.S > 2H > 623H~S > 66H > 2H > 623H~H corner 125 35.76 all Easy VT loop, you can start this off of anything that puts the opponent in the air (214K, throw RC, 214D, etc.)
214K > c.S > 2H > 623H~S > 66H > 6K corner 116 28.56 all Easy VT loop alternate end, keeps the opponent deep in the corner
214K > 66 c.S > 2H > 623H~S > 66H > 2H > 623H~S > 66H > delayed 6K corner 137 ~40 all Hard Harder version of the VT loop that keeps the corner.

The S VT follow-ups and 6H > 6K gatling must be delayed and the delay varies by character.

You can start this off anything that puts the opponent in the air (214K, throw RC, etc.)

5K > c.S > 6K > 236D~4D > 4~6D > 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 > 66c.S > 2H > 623H~H > 2P/2K > c.S > 2H > 623H~H any 111 ?? all exc. AB/KY Easy Replace c.S with 2K on A.B.A and Ky.
Airthrow > 2P > c.S > 2H > 623H~H corner ?? ?? all Easy Depends heavily on how far you are from the corner when you throw, plus height

Counter-hit Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
6P CH > 6H > 6H > 662P > c.S > 2H > 623H~H any 141 ?? all Easy
c.S CH > 3H > 662P > 5H > 2D any 137 ?? all Very Easy

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.

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

Get a knockdown with 2D, Stun Dipper, and H Lightning Javelin, then use Charged Stun Edge and 3H on the opponent's wakeup for plus frames to restart pressure. In the corner, S Lightning Javelin wallsticks for extended combos.

Video Examples


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