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| This combo is a staple that all Ky's should know, as it applies [[GGST/Ky_Kiske/Strategy#Shock_State|Shock State]] on hit and gives a {{Keyword|Hard Knockdown}}, which can set up for Ky's dangerous {{Keyword|Okizeme}} game or give him a {{keyword|Meaty}}. This combo can also do some heavylifting for Ky when performing a {{keyword|block string}} in terms of decision making. | | This combo is a staple that all Ky's should know, as it applies [[GGST/Ky_Kiske/Strategy#Shock_State|Shock State]] on hit and gives a {{Keyword|Hard Knockdown}}, which can set up for Ky's dangerous {{Keyword|Okizeme}} game or give him a {{keyword|Meaty}}. This combo can also do some heavylifting for Ky when performing a {{keyword|block string}} in terms of decision making. |
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| This is due to the ender of this combo being safe to counterattacks on block, in addition, the {{clr|H|2H}} part of this combo can be delayed on block to catch opponents trying to press buttons during Ky's {{clr|S|c.S}} pressure. This in turn opponents them up to a throw, which also gives a meaty attack. | | This is due to the ender of this combo being safe to counterattacks on block, in addition, the {{clr|H|2H}} part of this combo can be delayed on block to catch opponents trying to press buttons during Ky's {{clr|S|c.S}} pressure. This in turn opponents them up to a throw once they stop mashing buttons, which also gives a meaty attack. |
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| In the midscreen Ky usually just gets a {{Keyword|meaty}} after {{clr|S|214S}}, but in the corner it becomes much easier for Ky to use {{MMC|input=236H|label={{clr|H|236H}}}} after {{clr|S|214S}} to gain lots of frame advantage on block. For more information on Ky's {{Keyword|Okizeme}}, check [[GGST/Ky_Kiske/Strategy#Okizeme|his Strategy page here]]. | | In the midscreen Ky usually just gets a {{Keyword|meaty}} after {{clr|S|214S}}, but in the corner it becomes much easier for Ky to use {{MMC|input=236H|label={{clr|H|236H}}}} after {{clr|S|214S}} to gain lots of frame advantage on block. For more information on Ky's {{Keyword|Okizeme}}, check [[GGST/Ky_Kiske/Strategy#Okizeme|his Strategy page here]]. |
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| ==Specialized Combos== | | ==Specialized Combos== |
| {{SpecializedComboDef}} | | {{SpecializedComboDef}} |
| ===<span style="visibility:hidden;font-size:0">Optimized Close Range Midscreen Burst Punish</span>===
| | <tabber> |
| | In The Midscreen= |
| {{TheoryBox | | {{TheoryBox |
| | Title = Optimized Close Range Midscreen Burst Punish | | | Title = Optimized Close Range Midscreen Burst Punish |
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| The first {{clr|K|2K}} can be replaced with a {{clr|S|c.S}} on medium and lightweight characters for extra damage. | | The first {{clr|K|2K}} can be replaced with a {{clr|S|c.S}} on medium and lightweight characters for extra damage. |
| }} | | }} |
| ===<span style="visibility:hidden;font-size:0">Optimized Close Range Fullscreen Burst Punish</span>===
| | |-| |
| | At Fullscreen= |
| {{TheoryBox | | {{TheoryBox |
| | Title = Optimized Close Range Fullscreen Burst Punish | | | Title = Optimized Close Range Fullscreen Burst Punish |
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| On heavyweights such as {{Character Label|GGST|Potemkin}}, you will have to alter the combo by replacing the {{clr|H|j.H}} with {{clr|K|j.K}}. In addition to this, you will also have to replace the {{clr|S|c.S}} > dc kara {{clr|K|214K}} with a {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|K|214K}}. This does not allow for the extra corner carry that the dash cancel brings and ends the combo early, but still gives {{clr|H|236H}} oki and the corner extension if you start the combo in the middle of the screen. | | On heavyweights such as {{Character Label|GGST|Potemkin}}, you will have to alter the combo by replacing the {{clr|H|j.H}} with {{clr|K|j.K}}. In addition to this, you will also have to replace the {{clr|S|c.S}} > dc kara {{clr|K|214K}} with a {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|K|214K}}. This does not allow for the extra corner carry that the dash cancel brings and ends the combo early, but still gives {{clr|H|236H}} oki and the corner extension if you start the combo in the middle of the screen. |
| }} | | }} |
| | </tabber> |
| | |
| | <tabber> |
| | Preface= |
| | {{TheoryBox |
| | | Title = Dragon Install Combo Theory |
| | | Oneliner = |
| | | Difficulty = |
| | | Anchor = |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = |
| | | content = 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= |
| | {{TheoryBox |
| | | Title = {{clr|H|H}} Vapor Thrust ({{clr|H|623H}}) |
| | | Oneliner = |
| | | Difficulty = |
| | | Anchor = |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = |
| | | content = * 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, {{clr|H|H}} Vapor Thrust is significantly buffed that it pops the opponent very high on hit, even on normal ground hit. Links to a {{clr|S|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 {{clr|H|623H}} only, and the route is only reliable when in very limited range (e.g. {{clr|K|5K}}/{{clr|K|2K}}/{{clr|S|c.S}} > {{clr|D|2D}} > {{clr|H|623H}}). Be sure that the opponent is opened up or you will end up with a blocked DP and the round ends. When the opponent is cornered, the confirm window becomes wider with {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|623H}}. |
| | |
| | Notably DI, {{clr|H|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 {{clr|H|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 {{clr|H|623H}} has a less seen use: you can actually use {{clr|H|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. |
| | |
| | {{clr|H|623H}} is "the wall breaker" before DI, but in DI it becomes a 3-hit move, resulting lower wall break damage. Use {{clr|D|5[D]}} when close and with enough time, or {{clr|H|6H}} as a quicker and longer substitution. |
| | |
| | }} |
| | |-| |
| | Stun Dipper= |
| | {{TheoryBox |
| | | Title = Stun Dipper ({{clr|K|236K}}) |
| | | Oneliner = |
| | | Difficulty = |
| | | Anchor = |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = |
| | | content = * 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 {{clr|D|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. {{clr|K|5K}} > {{clr|D|2D}} > {{clr|P|236236P}}, {{clr|H|5H}} > dl {{clr|K|236K}}(, {{clr|H|236H}}) Damage: 171 |
| | {{clr|K|5K}} > {{clr|D|2D}} > {{clr|P|236236P}}, {{clr|H|5H}} > {{clr|K|214K}}(, dash button{{clr|H|236H}}) Damage: 160 |
| | |
| | }} |
| | |-| |
| | Foudre Arc= |
| | {{TheoryBox |
| | | Title = Foudre Arc ({{clr|K|214K}}) |
| | | Oneliner = |
| | | Difficulty = |
| | | Anchor = |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = |
| | | content = * 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 {{clr|H|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 {{clr|H|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 combo, due to the opponent is 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 a very poor ender: it is not damaging at all and impossible to convert into a super Wall Break. |
| | |
| | |
| | }} |
| | |-| |
| | Dire Eclat= |
| | {{TheoryBox |
| | | Title = Dire Eclat ({{clr|S|214S}}) |
| | | Oneliner = |
| | | Difficulty = |
| | | Anchor = |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = |
| | | content = * 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 ({{clr|4|--}}). |
| | |
| | Dire Eclat is always "the move" to cancel into after {{clr|P|2P}}/{{clr|P|5P}}*n > {{clr|P|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 {{clr|S|214S}}, {{clr|H|5H}} > {{clr|K|214K}}, 66{{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|236K}} WS {{clr|D|5[D]}} Damage: 234. |
| | |
| | When used mid-combo, the increased hits makes 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 {{clr|H|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= |
| | {{TheoryBox |
| | | Title = Stun Edge ({{clr|S|236S}}) |
| | | Oneliner = |
| | | Difficulty = |
| | | Anchor = |
| | | Video = |
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| | | Recipe = |
| | | content = * 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 it 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 a early Wall Break. On a successful Wall Stick, use {{clr|D|5[D]}} when close, or {{clr|H|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 {{clr|S|c.S}} > {{clr|H|623H}}, {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|623H}}, {{clr|S|c.S}} > {{clr|S|236S}} WS, {{clr|D|5[D]}} Damage: 273 |
| | ... > {{clr|S|214S}} WS WB Damage: 260 |
| | ... > {{clr|H|6H}} WS, {{clr|D|5[D]}} Damage: 272 (so use {{clr|H|6H}} WS instead if not so confident.) |
| | |
| | }} |
| | |-| |
| | S Vapor Thrust= |
| | {{TheoryBox |
| | | Title = {{clr|S|S}} Vapor Thrust ({{clr|S|623S}}) |
| | | Oneliner = |
| | | Difficulty = |
| | | Anchor = |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = |
| | | content = * Pre DI: Shock State anti-air reversal starter. |
| | * DI: Anti-air reversal starter (mild +). |
| | |
| | DI S Vapor Thrust is not as damaging as {{clr|H|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= |
| | {{TheoryBox |
| | | Title = Charged Stun Edge ({{clr|H|236H}}) |
| | | Oneliner = |
| | | Difficulty = |
| | | Anchor = |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = * Pre DI: Okizeme meaty starter, Burst free combo filler, usually works with a RC. |
| | * DI: Pretty much the same, but with longer hit animation for heavier button to follow up (+). |
| | }} |
| | |-| |
| | </tabber> |
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| ==Combo List== | | ==Combo List== |
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| If {{clr|K|214K}} hit your opponent while they were in Shock State, you can usually link {{clr|K|5K}} or {{clr|K|2K}} and cancel into Stun Dipper ({{clr|K|236K}}) to end the combo, depending on the character and spacing. A {{clr|K|5K}} link will not work on some characters at all. {{clr|K|2K}} is more reliable since it reaches further. The {{clr|K|2K}} link works on everyone except for I-No. She requires you to be point blank with your {{clr|H|2H}}, otherwise {{clr|K|2K}} won't reach. On the larger characters like Faust, Potemkin, Leo, and Nagoriyuki, you can instead end the combo with Dire Eclat ({{clr|S|214S}}) instead of {{clr|K|236K}}, since their hurtboxes are bigger than the other characters on whom max range {{clr|K|2K}} > {{clr|S|214S}} will not work on. This will reapply Shock State, making it preferable over Stun Dipper for these characters. If near the corner, Ky can opt for {{clr|K|2K}} > {{clr|H|6H}} -> special cancel to secure a wallbreak. | | If {{clr|K|214K}} hit your opponent while they were in Shock State, you can usually link {{clr|K|5K}} or {{clr|K|2K}} and cancel into Stun Dipper ({{clr|K|236K}}) to end the combo, depending on the character and spacing. A {{clr|K|5K}} link will not work on some characters at all. {{clr|K|2K}} is more reliable since it reaches further. The {{clr|K|2K}} link works on everyone except for I-No. She requires you to be point blank with your {{clr|H|2H}}, otherwise {{clr|K|2K}} won't reach. On the larger characters like Faust, Potemkin, Leo, and Nagoriyuki, you can instead end the combo with Dire Eclat ({{clr|S|214S}}) instead of {{clr|K|236K}}, since their hurtboxes are bigger than the other characters on whom max range {{clr|K|2K}} > {{clr|S|214S}} will not work on. This will reapply Shock State, making it preferable over Stun Dipper for these characters. If near the corner, Ky can opt for {{clr|K|2K}} > {{clr|H|6H}} -> special cancel to secure a wallbreak. |
|
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| ==Dragon Install Combo Guide==
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|
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| 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.
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|
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| ==={{clr|H|H}} Vapor Thrust ({{clr|H|623H}})===
| |
| * Pre DI: Reversal starter, Shock State combo filler, wall breaker.
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| * DI: Better reversal starter (+), all purpose Combo filler (+++), not a good wall breaker (very mild -), air-to-ground combo converter (+).
| |
|
| |
| In DI, {{clr|H|H}} Vapor Thrust is significantly buffed that it pops the opponent very high on hit, even on normal ground hit. Links to a {{clr|S|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 {{clr|H|623H}} only, and the route is only reliable when in very limited range (e.g. {{clr|K|5K}}/{{clr|K|2K}}/{{clr|S|c.S}} > {{clr|D|2D}} > {{clr|H|623H}}). Be sure that the opponent is opened up or you will end up with a blocked DP and the round ends. When the opponent is cornered, the confirm window becomes wider with {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|623H}}.
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| Notably DI, {{clr|H|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 {{clr|H|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.
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|
| |
| Other than combo filler, DI {{clr|H|623H}} has a less seen use: you can actually use {{clr|H|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.
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|
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| {{clr|H|623H}} is "the wall breaker" before DI, but in DI it becomes a 3-hit move, resulting lower wall break damage. Use {{clr|D|5[D]}} when close and with enough time, or {{clr|H|6H}} as a quicker and longer substitution.
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|
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| ===Stun Dipper ({{clr|K|236K}})===
| |
| * Pre DI: Mid-range soft knock down securer.
| |
| * DI: High damage hard knock down securer, great ender of midscreen combos (++).
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|
| |
| 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 {{clr|D|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.
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| e.g. {{clr|K|5K}} > {{clr|D|2D}} > {{clr|P|236236P}}, {{clr|H|5H}} > dl {{clr|K|236K}}(, {{clr|H|236H}}) Damage: 171
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| {{clr|K|5K}} > {{clr|D|2D}} > {{clr|P|236236P}}, {{clr|H|5H}} > {{clr|K|214K}}(, dash button{{clr|H|236H}}) Damage: 160
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| ===Foudre Arc ({{clr|K|214K}})===
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| * Pre DI: Mid-range hard knock down securer, corner combo filler.
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| * DI: Basically works the same, but the damage is poor when compared to other DI moves (-). More inconsistent issues with 3 hits (-).
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|
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| DI Foudre Arc works pretty much the same in DI, but the damage is much lower than DI {{clr|H|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 {{clr|H|623H}}'s range.
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| Another issue of DI Foudre Arc is the increased hits. DI Foudre Arc tends to whiff some hits when used late in combo, due to the opponent is 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 a very poor ender: it is not damaging at all and impossible to convert into a super Wall Break.
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| ===Dire Eclat ({{clr|S|214S}})===
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| * Pre DI: Mid screen close range hard knock down ender, frametrap meterless CH combo starter, high damage Shock State applier in corner combos.
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| * 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 ({{clr|4|--}}).
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|
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| Dire Eclat is always "the move" to cancel into after {{clr|P|2P}}/{{clr|P|5P}}*n > {{clr|P|6P}}, in DI or not. It still holds the ability to start meterless frametrap CH punish combos, with improved damage during DI.
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| e.g. Corner CH {{clr|S|214S}}, {{clr|H|5H}} > {{clr|K|214K}}, 66{{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|236K}} WS {{clr|D|5[D]}} Damage: 234.
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| When used mid-combo, the increased hits makes 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 {{clr|H|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.
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|
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| ===Stun Edge ({{clr|S|236S}})===
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| * Pre DI: Rarely used in combo without RC.
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| * DI: Optimized Wall Sticker, but with some very tight calculation and execution (+).
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| DI Stun Edge gets 100% damage boost, hits quite hard at 60 damage, and it 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 a early Wall Break. On a successful Wall Stick, use {{clr|D|5[D]}} when close, or {{clr|H|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.
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| e.g. Midscreen {{clr|S|c.S}} > {{clr|H|623H}}, {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|623H}}, {{clr|S|c.S}} > {{clr|S|236S}} WS, {{clr|D|5[D]}} Damage: 273
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| ... > {{clr|S|214S}} WS WB Damage: 260
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| ... > {{clr|H|6H}} WS, {{clr|D|5[D]}} Damage: 272 (so use {{clr|H|6H}} WS instead if not so confident.)
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|
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| ==={{clr|S|S}} Vapor Thrust ({{clr|S|623S}})===
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| * Pre DI: Shock State anti-air reversal starter.
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| * DI: Anti-air reversal starter (mild +).
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|
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| DI S Vapor Thrust is not as damaging as {{clr|H|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.
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| ===Charged Stun Edge ({{clr|H|236H}})===
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| * Pre DI: Okizeme meaty starter, Burst free combo filler, usually works with a RC.
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| * DI: Pretty much the same, but with longer hit animation for heavier button to follow up (+).
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| ==Navigation== | | ==Navigation== |