Combo Notation Guide | Character Name Abbreviations | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
|
External Resources
Combo List
- All damage values are damage dealt to Ky.
- Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
- Damage is listed as follows: Dmg (50%T Dmg) [100%T Dmg] based on Giovanna's Tension at the start of the combo.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5P/2P > 5P > 623S | Anywhere | 62 (65) [68] | ~10 | [1] Very Easy | Very close poke confirm. Can RRC (tight window) to start a longer combo. | |
2P > 5P > 6P | Anywhere | 54 (56) [59] | ~10 | [1] Very Easy | Crouch confirm | |
6P > 623S | Anywhere | 63 (65) [69] | ~10 | [1] Very Easy | ||
AA 6P > 214K | Anywhere | 67 (69) [73] | ~10 | [2] Very Easy | Only against airborne opponents. | |
5K > 214K | Anywhere | 65 (67) [71] | ~15 | [1] Very Easy | RRC after 214K makes for a good combo starter | |
5K > 6P > 623S | Corner | 81 (84) [89] | ~12 | [1] Very Easy | ||
CH 6P > 214K > 5H | Anywhere | 98 | Very Easy | |||
j.K > 214S ▷ 214K | Anywhere but Corner | 79 (82) [88] | ~22 | [2] Easy | Flashy crossup combo, j.K has to hit behind them so that the first hit of 214S instantly connects. | |
[4] Hard | ||||||
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
c.S > 6Hx3 | Anywhere | 116 (120) [127] | ~20 | [1] Very Easy | Incredibly easy combo with great corner carry and solid damage. | |
c.S > f.S(3) > 5H/214K | Anywhere | 103 (107) [112] | ~15 | [1] Very Easy | Nice gatling combo off of c.S. 214K knocks up and away, 5H knocks down and away. | |
c.S > 5H > 623S | Anywhere | 104 (109) [114] | ~20 | [2] Easy | ||
c.S > 5H > 236K | Anywhere | 110 (115) [120] | ~20 | [2] Easy | Can RRC 236K to start longer combos | |
c.S > 5H > 214K | Anywhere | 112 (118) [122] | ~20 | [2] Easy | ||
c.S > 6Hx2 > 623S | Anywhere | 116 (120) [127] | ~20 | [2] Easy | ||
c.S > 2H > 214K > 5K > 214K/5D | Anywhere | 142 (147) [154] | ~ 30 | [2] Easy | ||
c.S > 2H > 214K > 5K > 6Hx3 | Corner | 146 (152) [160] | ~27 | [2] Easy | Meterless wall break. Will wall break on third 6H for 190 (197) [204] damage | |
c.S > 6Hx2 ▷ 623S, RRC > Delay 5[D] > Delay c.S > 6Hx2 WB | Corner | (202) [208] | ~20 | [3] Medium | Wall break corner combo starting off c.S since it combos into 6H and 6H is unsafe on block. | |
c.S > 6Hx3, RRC ▷ c.S/5K > 6Hx3 | Anywhere | (160) [169] | ~20 | [2] Easy | Wall stick from midscreen, wall break in corner for (195) [202] damage. If done with 100 Tension, no Tension gain after RRC. Microwalk immediately after landing so c.S hits. | |
c.S > 5H > 214K/236K, RRC > c.S, 6Hx3 | Anywhere | (153/155) [163] | ~20 | [2] Easy | Will wall break in corner on third 6H for (188/190) [196/194] damage. | |
c.S > 6H > 214S, 214K | Anywhere | 119 (124) [130] | ~25 | [2] Easy | Timing of 214S, 214K is tight. | |
c.S > 2H > 214K > 5K > 6Hx2 > 214K | Anywhere | 157 (163) [172] | ~35 | [3] Easy | Midscreen max damage BnB (without dash momentum). | |
c.S > 2H > 214K > microwalk > c.S > 2H > 236K | Anywhere | 159 (167) [175] | ~35 | [3] Easy | Midscreen max damage BnB (with dash momentum). | |
c.S > 2H > 214S, RRC > c.S > 6Hx3 | Anywhere | (149) [156] | ~20 | [3] Medium | Will wall stick if used in the corner. | |
66.f.S(3) > 5H > 214K | Anywhere | 97 (99) [105] | ~20 | [3] Very Easy | Make sure to not accidentally cancel any hits of f.S. | |
66.f.S(3) > 2H > 214K | Anywhere | 93 (95) [101] | ~20 | [3] Very Easy | Make sure to not accidentally cancel any hits of f.S. | |
2S > 5H > 214K | Anywhere | 97 (99) [104] | ~20 | [3] Very Easy | Basic combo off f.S/2S. 5H can cancel the second hit of 2S. Avoid this in order to get maximum damage. | |
cS > 2S > (5H or 2H) > 214K > 88RRC > jD > AD > jD > 5H > 214K WS | Midscreen | 200 | [3] Medium | Midscreen, the second jD will wallbounce them for the rest of the combo to hit. | ||
cS > 2S > 5H > 632146H | Anywhere | 205 | [3] Very Easy | You need to land both hits of 2S for it to work, otherwise just skip it for 5 less damage. | ||
cS > 2H > 214K > 5K > 6HH > 214K > 44RC > dash.5D > cS > 6HHH/236K WS | Corner to corner | 206 | [4] Hard | Corner to corner carry, however quite the tight window, especially for the 44RC into a proper dash.5D. | ||
cS > 2H > 214K > 66.PRC walk forward > cS > 5K > 5K > 214K WS > dash. [5]D | Back to the wall | 204 | [3] Medium | Needs some timing down for it, but a useful combo for when your back is to the wall. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
6Hx2 > j.236236H | Anywhere | (161) [170] | ~10 | [1] Very Easy | Easy super buffer from this move. You can add this to any combo ending with 6H. If done near half screen can wall break for (196) [203] damage. | |
6Hx2, RRC > c.S > 2H > 236K | Anywhere | (126) [133] | ~12 | [2] Easy | ||
6Hx2 ▷ 623S, RRC > Delay 5[D] > Delay c.S WS > 6Hx3 WB | Corner | (196) [202] | ~15 | [3] Medium | Guaranteed Wall Break in the corner, you'll have to watch for them falling down for the delays. It's rather hard to pull off anywhere else without being close and delaying, and you'll likely need to rework the end 6Hs. | |
CH 5H > 236K > fS > 5H > 214K | Anywhere | 154 | Everyone | [4] Very Hard | Very harsh window on the 236 > fS connect. Only do this if you're certain you can hit it, else you'll be missing out on the damage opportunity CH 5H gave you (this move is a wonderful roundstart that'll even beat Ram's fS). | |
CH 5H > 236K > 5K > 214K | Anywhere | 137 | Everyone | [1] Very Easy | The easy version. You can mash 5K and it'll work-- and 214K will eject them towards the wall, so you're still getting carry out of this. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
[1] Very Easy | ||||||
[4] Hard | ||||||
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2D > 623S | Anywhere | 71 (74) [78] | ~10 | [1] Very Easy | ||
(close) 2D > 214K > 5K > 214K | Anywhere | 112 (117) [122] | ~22 | [1] Very Easy | Normal hit combo. Gotta be close though. | |
(far) 2D > 214K > otg.2D | Anywhere | 93 (96) [101] | ~15 | [1] Very Easy | Normal hit combo from any range. The second 2D will hit on the ground and make them tech away. | |
CH 2D > 214K > 66.5K > c.S > 2H > 236K | Anywhere | 142 | Everyone | [2] Easy | Don't forget to 665K, it's quite easy once you get used to it and it's an important part of her kit. | |
6D > RRC > j.D > AD > j.D > 5H > 214K WS | Midscreen | 121 | Everyone | [4] Hard | Yes this is a midscreen wallbreak from a throw. The 5H will wallbounce them for 214K to connect. | |
[5] Very Hard |
Combo | Position | Works on: | Difficulty | Notes | |||
---|---|---|---|---|---|---|---|
c.S > 5H > 214K RRC > c.S > 2H > 236K > 623S Wall Break | [3] Medium | Wall Break omitable. | |||||
c.S > 2H > 214K, micro walk c.S > 2H > 236K (Corner: 236K wall bounce, 5k > 236K (wall stick), 214S (wall break) ) |
[4] Hard | Micro walking after 214K is necessary for the proximity to work. | |||||
[2] Easy | |||||||
6Hx3 RRC ▷ j.D j.H j.236236H (Wall Break) | -100 | [3] Medium | Requires at least 86 Tension, does more damage if starting at 100. Walk or delay before jumping so that you have the right height to land the super, so if you're having trouble you can omit or freestyle the j.X attacks. A very expensive combo, but you can move under your opponent during the RRC to swap sides for the Wall Break. Break-less is at least 163 damage, so it's best to use if you know you can break. | ||||
j.S > j.H ▷ 214K | ~10 | [2] Easy | |||||
j.K > 214S ▷ 214K | ~22 | [2] Easy | Flashy crossup combo, j.K has to hit behind them so that the first hit of 214S instantly connects. | ||||
j.D(2) ▷ 5H > 214K | ~15 | [3] Medium | |||||
[5D] > hjc > j.SH > jc > jSH > jc > j.SHH | [3] Medium | Meterless, high damage. Omit buttons if the opponent is slipping away from you. It may be simple but lots of factors can drop this sequence like size, your jump, delay, and so on - the last loop can slip easily against characters. Experiment with this skeleton per matchup - even if you just end up with two loops, you can rack up 160+ damage. | |||||
[5] Very Hard | |||||||
[1] Very Easy | |||||||
[2] Easy | |||||||
[3] Medium | |||||||
[4] Hard | |||||||
[5] Very Hard |