Combo Notation Guide | Character Name Abbreviations | |||||||||
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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.
- Note: Almost any combo that has 5K > 6HHH can convert into 632146H, assuming you have 50 tension. 6H > 632146H will be more damage and an easier link while 6HH > 632146H will be a harder link with slightly less damage, but greater carry
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Video | Notes | |
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5P/2P > 5P > 623S | Anywhere | 62 (65) [68] | ~10 | [1] Very Easy | Youtube | Very close poke confirm. Can RRC (tight window) to start a longer combo. | ||
5P/2P > 5P/2P > 623S, RRC > dash under, walk back c.S > 2H > 236K, c.S > 5H WS, 5[D] | Back to corner | (147) [152] | ~12-13 | Everyone | [2] Easy | Youtube | Damage values shown use 5P. If you're too close to the corner after 236K, walk back more. If you get f.S after 236K instead of c.S, walk back less. | |
2P > 5P > 6P | Anywhere | 54 (56) [59] | ~10 | [1] Very Easy | Confirm on crouching hit | |||
6P > 623S | Anywhere | 63 (65) [69] | ~10 | [1] Very Easy | Youtube | |||
AA 6P > 214K | Anywhere | 67 (69) [73] | ~10 | [1] Very Easy | Youtube | Only against airborne opponents. | ||
CH 6P > 214K > c.S | Anywhere | 88 (90) [95] | ~18 | [1] Very Easy | Youtube | c.S hits OTG, jc IAD into any normal for a safe jump. If you want to give up oki to try and finish the round, end with 214K or 5H for 90 (92) [97] damage instead. | ||
5K > 214K | Anywhere | 65 (67) [71] | ~15 | [1] Very Easy | Youtube | RRC after 214K makes for a good combo starter | ||
5K > 6P > 623S | Corner | 81 (84) [89] | ~12 | [1] Very Easy | Youtube | |||
66.5K/2K > 6P | Anywhere | 55 (56) [60] | ~7 | [1] Very Easy | Youtube | |||
66.5K/2K > 623S | Anywhere | 61 (63) [67] | ~7 | [1] Very Easy | Youtube | |||
j.K > 214S ▷ 214K | Anywhere but Corner | 79 (82) [88] | ~22 | [2] Easy | Youtube | Flashy crossup combo, j.K has to hit behind them so that the first hit of 214S instantly connects. | ||
5P/2P/5K/2K > 623S 66PRC (> walk forward) > c.S > 5K > 6HHH | Anywhere | 141 (143) [150] | -50% | [4] Hard | Streamable | Requires minimum of 41 tension, damage taken from starting the combo with 5K. All other starters reduce the damage by a fair amount(20-25 on Ky). c.S > 5K is very difficult if you don't get the correct PRC timing, so if you think you can't get c.S to reach replace it with a second 5K. This version works at pretty much any range that 5K would be able to hit normally and doesn't lose you much damage. You can also replace the end with 6H > 214K for less damage but a better knockdown. Combo Demonstration https://streamable.com/3ts5wv | ||
5P/2P/5K/2K > 623S 66PRC > c.S > 5[D] > 5K >6HHH | Anywhere | 154 (156) [164] | -50% | [5] Very Hard | Streamable | Extremely tight timing on c.S >5[D]. If it looks like Giovanna is off the ground at all when you PRC you will not be able to connect a full charge dust and 5D will end the combo, so do the above combo instead. 2K > 6H > 214K is a more difficult ender for slightly less damage and a closer knockdown. Combo Demonstration https://streamable.com/j499xk |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Video | Notes |
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c.S > f.S(3)/2S/5H > 214K | Anywhere | 103 (107) [112] | ~15 | [1] Very Easy | Allows for a c.S OTG after. 5H version is more damage, but also tighter OTG. | ||
c.S > dl.f.S(3) > 5H > 214K | Anywhere | 131 (136) [142] | ~22 | Everyone | [1] Very Easy | Cancel too soon and you hit them still floating from c.S and the combo doesn't work. Worse oki than the above combo, but still good enough to dash up and meaty. c.S | |
c.S > 2H > 214K > 5K > 214K/5D | Anywhere | 142 (147) [154] | ~ 30 | [2] Easy | |||
c.S > 2H > 214K > 5K > 6HHH | Anywhere | 155 (162) [171] | ~33 | [3] Medium | Youtube | BnB off of c.S. Works anywhere if you delay the two last Hs. Will wallbreak if started close enough to the corner. Not the BnB for corner. | |
c.S > 2H > 214K > 5K > 6HH > 214K | Anywhere | 157 (163) [172] | ~35 | [4] Hard | Max damage alternative to the above. Need to heavily delay both hits of 6HH. | ||
66.c.S > 2H > 214K > microwalk > c.S > 2H > 214K > 66 OTG c.S | Anywhere | 163 (171) [179] | ~35 | [5] Very Hard | Max damage meterless c.S but requires you to start from a dash, and has very tight timings. Can also do c.S > 2H > 6HHH for better wall carry and worst Oki or c.S > 2H > 236K for easier execution and more knockback to wallsplat. | ||
c.S > 2H > 236K > c.S > 5H > 214K > 5D | Corner | 204 (211) [220] | ~37 | [3] Medium | Meterless BnB off of c.S in the corner. Can finish with 632146H for better oki and damage. | ||
c.S > (2S(2)) > 5H > 632146HH | Anywhere | (205) [212] | [3] Medium | You need to land both hits of 2S for it to work, otherwise just skip it for 5 less damage. | |||
66.f.S(3)/2S(2) > 5H > 214K | Anywhere | 97 (99) [104] | ~20 | [1] Very Easy | Basic combo off f.S/2S. 5H can cancel the second hit of 2S. Avoid this in order to get maximum damage. | ||
c.S > 2S > (5H or 2H) > 214K > 88RRC > j.D > AD > j.D > 5H > 214K WS | Midscreen | 200 | [3] Medium | Midscreen, the second j.D will wallbounce them for the rest of the combo to hit. | |||
c.S > 2H > 214K > 5K > 6HH > 214K > 44RC > dash.5D > c.S > 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. | |||
c.S > 2H > 214K > 66.PRC walk forward > c.S > 5K > 5K > 214K WS > dash.5D | 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. | |||
CH c.S > 5[D] > microwalk > c.S > 214K > 5K > 6HHH | Anywhere | 184 (190) [198] | ~45 | [4] Hard | Counter hit c.S combo. | ||
cS > 2H > 214K > 2H > 214K | Anywhere | 142 (148) [156] | ~30 | [3] Medium | There is a timing gap for the 2nd 2H in order to connect. In the corner, it's more lenient. Causes wall break setup in the corner. | ||
cS > micro-dash BRC > 236S > dash > 5K > j.C > j.K > j.D > adc > j.D > 5HS > 214K | Midscreen | (214) [222] | [3] Medium | Sometimes wall-splats on 214K instead of wallbreak, in that case do 5[D] | |||
c.S > 5H > 214K PRC > c.S > 2H > 236K > 5K > 214K WS | Midscreen to Corner | 176 (182) [189] | [3] Medium | If done starting in the corner, 1. the 236K will give you the wallbreak so omit the 5K and end with 5[D] or 5H(5[D] is more damage but you won't always have time to get a full charge dust), and 2. as such it'll deal a bit less damage (~13 less give or take). |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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6HH > 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. | |
6HH, RRC > c.S > 2H > 236K | Anywhere | (126) [133] | ~12 | [2] Easy | ||
6HH ▷ 623S, RRC > Delay 5[D] > Delay c.S WS > 6HHH 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. | |
5H > 214K, 66.RRC > dash > 66.c.S > 2H > 236K, c.S > 5H WS, 5[D] | Midscreen to Corner | (188) [164] | ~15-16 | Everyone | [1] Very Easy | Poke confirm. Can punish some moves intended to be safe when spaced e.g. Millia 214P |
5H > 214K, RRC > dash > (walk back) > c.S > 2H > 236K, 66.5K, c.S > 5H > 214K WS, 5[D] | Back to corner | (192) [198] | ~17 | Everyone | [2] Easy | Works when you're in the corner and they're at the furthest range of 5H. |
5H > 632146H | Anywhere | (192) [202] | ~6 | Everyone | [1] Very Easy | Better damage than any RRC combo, but worse oki. On wallbreak, does (226) [238] and grants oki. |
5H > 214K, 66.RRC > dash > 66.c.S, c.S > 2H > 214K | Anywhere | (146) [150] | ~15-16 | Everyone | [2] Easy | Less damage than 5H > 63214H but much better oki. |
CH 5H > 236K > f.S > 5H > 214K | Anywhere | 154 (158) [164] | 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. | |
6HHH RRC ▷ j.D > j.H > j.236236H (Wall Break) | Corner | (202) [207] | -100 | Everyone | [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. |
6HH > 623S 66PRC > c.S > 6HHH WS > 5D Wallbreak | Midscreen to Corner | 201 (202) [210] | -50 | [4] Hard | Requires ~35 Tension. Has comparable damage to the combo above, works from about round start & anywhere closer to the corner, and only costs 50 tension but is harder to execute as the trade off. If done late the PRC will leave you too high to connect c.S, replace with 5K to continue the combo at the cost of ~7 damage across all tension levels. Combo done normally https://streamable.com/kgg58h Substituting 5K for c.S https://streamable.com/xgc249. | |
6H > 623S 66PRC > c.S > 2H > 236K > c.S > 214K WS > 5[D] Wallbreak | Midscreen to Corner | 210 (212) [218] | -50 | [4] Hard |
Another combo that you can land off of 6H, assuming you have ~40 tension. Works from the same distance as the above combo and does a bit more damage. Some notes are that doing 236K too quickly or with the opponent too high off the ground can cause them to bounce off the wall and over your head, so delay parts of the sequence after 66PRC as needed. Additionally, doing this combo in the corner or if the opponent hits the wall before 236K, c.S will cause the wallsplat instead of 214K, in which case just go straight to 5[D]. Combo done as normal https://streamable.com/g577ls, combo adjustment when too close to the corner https://streamable.com/dseq1t. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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5[D], [8/9], j.H > jc > j.S > j.HH | Anywhere | 164 (165) [172] | ~19 | Everyone | [1] Very Easy | Simple beginner combo. |
5[D], [8/9], j.H > j.S jc > j.H > j.S > j.HH | Anywhere | 187 (191) [198] | ~20 | Everyone | [2] Easy | A good in-between combo for learning the rhythm of the next dust combo. |
5[D], [8/9], j.H > j.S > jc > j.H > j.S > j.H > j.S > jc > j.HH | Anywhere | 202 (204) [212] | ~23 | Everyone | [3] Medium | Bread and butter universal dust combo. Timing during the combo is slightly strict, but there is a bit of leeway as to when you can start the combo. |
[4] Hard | ||||||
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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CH j.H, 5P, 5K > 214K | Anywhere | 92 (94) [100] | ~16 | [2] Easy | Experimental combo, meant to show the effects of a mid-level counterhit giving extra hitstun to even non-counterhit attacks after it, allowing the link of 5P into 5K. Not optimal. | |
j.H, c.S > dl 5H > 214K | Anywhere | 110 (115) [121] | ~20 | [1] Very Easy | On a high connect after an air dash, add f.S(3) between the c.S and 5H for more damage, will whiff on deeper connect j.H even with airdash momentum. | |
[4] Hard | ||||||
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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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. | |
(close) 2D > 214K > 5K > 6HHH | Anywhere* | 130 (135) [141] | ~26% | [3] Medium | Combo works anywhere on screen but if they aren't going to hit the corner by the end you'll need to delay each 6H by a fair bit to make them all connect. Alternatively do 2D > 214K > 5K > 6H ▷ 214K for a knockdown at the cost of a little bit of damage and a negligible amount of meter gain. Combo done when outside the corner https://streamable.com/a68mfs, 214K ender https://streamable.com/naizy7 | |
(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 66.5K, 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 | This is a midscreen wallbreak from a throw. Walking forward after RRC and landing the first hit of j.D just before the opponent begins to fall makes the combo more consistent. The 5H must wallbounce them for 214K to connect. | |
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | |
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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 | |||||||
j.S > j.H ▷ 214K | ~10 | [2] Easy | |||||
j.D > j.D ▷ 5H > 214K | ~15 | [3] Medium | |||||
[5D] > hjc > j.SH > j.c > j.H > j.c > j.HH | [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 |