m (fixed incorrect color coding i spotted) |
Triplicity (talk | contribs) (Confirmation on Dust air time variation, alternate 5[D] burst callout, words, color coding) |
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==Combo List== | ==Combo List== | ||
*This list is meant for actual combos, not for frame traps, blockstrings, or mixups | *This list is meant for actual combos, not for frame traps, blockstrings, or mixups. If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field). | ||
*The list is focused on most practical examples, not every single option that exists. | *The list is focused on most practical examples, not every single option that exists. | ||
*All damage values are damage dealt to Ky unless the combo cannot work on him, in which case the character with the closest defense modifier is used. | *All damage values are damage dealt to Ky unless the combo cannot work on him, in which case the character with the closest defense modifier is used. | ||
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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| | {{clr|1|2P}} > {{clr|1|2P}} > {{clr|1|6P}} > {{clr|3|214S}} || Anywhere || 69 || 16% || Everyone || [1] {{clr|1|Very Easy}} || Simple, easy confirm from 2P that grants Shock State. Subtract Ps based on range. Works off of 5P too, but 5P whiffs on most crouchers. | | | {{clr|1|2P}} > {{clr|1|2P}} > {{clr|1|6P}} > {{clr|3|214S}} || Anywhere || 69 || 16% || Everyone || [1] {{clr|1|Very Easy}} || Simple, easy confirm from {{clr|1|2P}} that grants Shock State. Subtract Ps based on range. Works off of {{clr|1|5P}} too, but {{clr|1|5P}} whiffs on most crouchers. | ||
|- | |- | ||
| | {{clr|2|5K/2K}} > {{clr|5|2D}} > {{clr|3|214S}} || Anywhere || 66~70 || 16% || Everyone || [1] {{clr|1|Very Easy}} || Confirm into Dire Eclat. Grants Shock State. | | | {{clr|2|5K/2K}} > {{clr|5|2D}} > {{clr|3|214S}} || Anywhere || 66~70 || 16% || Everyone || [1] {{clr|1|Very Easy}} || Confirm into Dire Eclat. Grants Shock State and a knockdown. | ||
|- | |- | ||
| | {{clr|2|5K/2K}} > {{clr|5|2D}} || Anywhere || 48 || 10% || Everyone || [1] {{clr|1|Very Easy}} || Confirm off of {{clr|2|5K}} or {{clr|2|2K}} into {{clr|5|2D}} into meaty Charged Stun Edge for both okizeme and Shock State. The CSE will pass over them by the time they get up unless you delay it or if the opponent was hit by 2D at a far enough range. | | | {{clr|2|5K/2K}} > {{clr|5|2D}} || Anywhere || 48 || 10% || Everyone || [1] {{clr|1|Very Easy}} || Confirm off of {{clr|2|5K}} or {{clr|2|2K}} into {{clr|5|2D}} into meaty Charged Stun Edge for both okizeme and Shock State. The CSE will pass over them by the time they get up unless you delay it or if the opponent was hit by {{clr|5|2D}} at a far enough range. | ||
|- | |- | ||
| | {{clr|2|5K/2K}} > {{clr|5|2D}} > {{clr|4|632146H}} || Near Corner/Corner || 144 || ~-40% || Everyone || [2] {{clr|2|Easy}} || | | | {{clr|2|5K/2K}} > {{clr|5|2D}} > {{clr|4|632146H}} || Near Corner/Corner || 144 || ~-40% || Everyone || [2] {{clr|2|Easy}} || Simple confirm into RTL for a Wall Break, granting Positive Bonus. | ||
|- | |- | ||
| | {{clr|2|5K/2K}} > {{clr|5|2D}} > {{clr|3|236S}} > 66PRC, {{clr|4|6H}} > {{clr|4|623H}}, {{clr|3|c.S}} > {{clr|3|214S}} > {{clr|4|623H}} or {{clr|3|214S}} || Corner || 162 || ~-38% || Light and Medium weights || [3] {{clr|3|Medium}} || Guaranteed | | | {{clr|2|5K/2K}} > {{clr|5|2D}} > {{clr|3|236S}} > 66PRC, {{clr|4|6H}} > {{clr|4|623H}}, {{clr|3|c.S}} > {{clr|3|214S}} > {{clr|4|623H}} or {{clr|3|214S}} || Corner || 162 || ~-38% || Light and Medium weights || [3] {{clr|3|Medium}} || Guaranteed wall break combo off a {{clr|2|5K}} or {{clr|2|2K}} starter. | ||
|- | |- | ||
| | {{clr|2|5K/2K}} > {{clr|5|2D}} > {{clr|3|214S}} > (delay to about fully pushed back)66PRC | | | {{clr|2|5K/2K}} > {{clr|5|2D}} > {{clr|3|214S}} > (delay to about fully pushed back) 66PRC~{{clr|4|6H}} > {{clr|4|623H}}, {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|623H}} || Corner || 175 || ~-38% || Light and Medium weights || [5] {{clr|5|Very Hard}} || Very hard version of the combo above. | ||
|- | |- | ||
| | {{clr|2|5K/2K}} > {{clr|4|6H}} > {{clr|3|214S}}, 66{{clr|2|2K}}/{{clr|2|5K}} > {{clr|4|6H}} > {{clr|4|623H}} ▷ {{clr|1|5P}} (or {{clr|3|c.S}}) > {{clr|4|623H}} (or {{clr|3|214S}}) || Corner || 174 || 30% || Everyone || [4] {{clr|4|Hard}} || High damage combo for when the opponent is hit crouching. Replace 5P with c.S on light and medium weights for more damage. | | | {{clr|2|5K/2K}} > {{clr|4|6H}} > {{clr|3|214S}}, 66{{clr|2|2K}}/{{clr|2|5K}} > {{clr|4|6H}} > {{clr|4|623H}} ▷ {{clr|1|5P}} (or {{clr|3|c.S}}) > {{clr|4|623H}} (or {{clr|3|214S}}) || Corner || 174 || 30% || Everyone || [4] {{clr|4|Hard}} || High damage combo for when the opponent is hit crouching. Replace {{clr|1|5P}} with {{clr|3|c.S}} on light and medium weights for more damage. Wall break with {{clr|3|214S}} to trade damage for Shock State. | ||
|- | |- | ||
| | {{clr|2|5K/2K}} > {{clr|5|2D}} > {{clr|3|214S}} > RRC, 66{{clr|4|5H}} > {{clr|4|623H}}, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|214K}}, {{clr|4|623H}} || When Cornered || 164 || ~-20% || Light and Medium weights || [3] {{clr|3|Medium}} || Side switches and | | | {{clr|2|5K/2K}} > {{clr|5|2D}} > {{clr|3|214S}} > RRC, 66{{clr|4|5H}} > {{clr|4|623H}}, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|214K}}, {{clr|4|623H}} || When Cornered || 164 || ~-20% || Light and Medium weights || [3] {{clr|3|Medium}} || Side switches and wall breaks. Run under the opponent after the RRC. The RRC can be done as either neutral RRC or 88RRC, but 66RRC will not let you run under the opponent. | ||
|- | |- | ||
| | {{clr|2|5K/2K}} > {{clr|5|2D}} > {{clr|3|214S}} > RRC, 66{{clr|4|5H}} > {{clr|4|623H}}, {{clr|2|2K}} > {{clr|1|6P}} > {{clr|4|623H}} || When Cornered || 154 || ~-20% || Everyone || [4] {{clr|4|Hard}} || Alternate version of the above for heavyweights. Getting the timing for 2K can be tricky. | | | {{clr|2|5K/2K}} > {{clr|5|2D}} > {{clr|3|214S}} > RRC, 66{{clr|4|5H}} > {{clr|4|623H}}, {{clr|2|2K}} > {{clr|1|6P}} > {{clr|4|623H}} || When Cornered || 154 || ~-20% || Everyone || [4] {{clr|4|Hard}} || Alternate version of the above for heavyweights. Getting the timing for {{clr|2|2K}} can be tricky. | ||
|- | |- | ||
|} | |} | ||
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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| | {{clr|3|c.S}} > {{clr|3|214S}} || Anywhere || 77 || +12% || Everyone || [1] {{clr|1|Very Easy}} || Applies Shock State. Sets up safejumps with IAD {{clr|4|j.H}} or 66{{clr|2| | | | {{clr|3|c.S}} > {{clr|3|214S}} || Anywhere || 77 || +12% || Everyone || [1] {{clr|1|Very Easy}} || Applies Shock State. Sets up safejumps with IAD {{clr|4|j.H}} or 66{{clr|2|214K}}. | ||
|- | |- | ||
| | {{clr|3|c.S}} > {{clr|5|2D}} > dl.{{clr|4|236H}} || Anywhere || 71 || ~+10% || Everyone || [2] {{clr|2|Easy}} || CSE oki AND Shock State. What more could you want? CSE whiffs if not delayed. | | | {{clr|3|c.S}} > {{clr|5|2D}} > dl.{{clr|4|236H}} || Anywhere || 71 || ~+10% || Everyone || [2] {{clr|2|Easy}} || CSE oki AND Shock State. What more could you want? CSE whiffs if not delayed. | ||
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| | {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}} > 88PRC > 66{{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|2H(2)}} > {{clr|2|214K}}, {{clr|2|2K}} > {{clr|2|236K}} || Midscreen || 178 || || Everyone except SO, KY, MA, AN, GI || [3] {{clr|3|Medium}} || Needs dash momentum on some characters. | | | {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}} > 88PRC > 66{{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|2H(2)}} > {{clr|2|214K}}, {{clr|2|2K}} > {{clr|2|236K}} || Midscreen || 178 || || Everyone except SO, KY, MA, AN, GI || [3] {{clr|3|Medium}} || Needs dash momentum on some characters. | ||
|- | |- | ||
| | {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|214K}} > j.66PRC | | | {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|214K}} > j.66PRC~{{clr|3|j.S}} > {{clr|4|j.H}} ▷ {{clr|3|c.S}} > {{clr|5|2D}} || Anywhere || 166 || ~-30% || Everyone || [4] {{clr|4|Hard}} || Only works on standing characters. Needs dash momentum. Use the RC Cancel during the j.66PRC lets Ky carry the momentum from Foudre Arc and be able to get a {{clr|3|j.S}} and {{clr|4|j.H}} in before landing. Cancel into {{clr|4|236H}} after {{clr|5|2D}} for CSE oki. | ||
|- | |- | ||
| | 66{{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|2|214K}} > j.66PRC > {{clr|3|j.S}} > {{clr|4|j.H}} ▷ {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|632146H}} || Anywhere || || -100% || Everyone || [4] {{clr|4|Hard}} || Like the above combo, but ends with Ride the Lightning instead of CSE oki. If you're willing to spend all of your meter, this will result in added damage and a guaranteed wallbreak from any part of the stage, even from the opposite corner. | | | 66{{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|2|214K}} > j.66PRC > {{clr|3|j.S}} > {{clr|4|j.H}} ▷ {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|632146H}} || Anywhere || || -100% || Everyone || [4] {{clr|4|Hard}} || Like the above combo, but ends with Ride the Lightning instead of CSE oki. If you're willing to spend all of your meter, this will result in added damage and a guaranteed wallbreak from any part of the stage, even from the opposite corner. | ||
|- | |- | ||
| | {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|2|214K}} > 66{{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|214S}} > {{clr|4|623H}} || Corner || 219 || +35% || Everyone || [3] {{clr|3|Medium}} || High damage meterless corner combo from {{clr|3|c.S}}. The DP input needs to be delayed until after the | | | {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|2|214K}} > 66{{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|214S}} > {{clr|4|623H}} || Corner || 219 || +35% || Everyone || [3] {{clr|3|Medium}} || High damage meterless corner combo from {{clr|3|c.S}}. The DP input needs to be delayed until after the wall stick freeze ends since it doesn't buffer during {{clr|3|214S}}'s recovery. Additionally, the {{clr|3|214S}} can be replaced with another {{clr|4|623H}} for 4 more damage, but this can whiff on certain characters like Potemkin unless the second {{clr|3|c.S}} is not dashed. | ||
|- | |- | ||
| | {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|214S}} > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|4|5H}} > {{clr|4|623H}} || Corner || 229 || +36% || Everyone || [3] {{clr|3|Medium}} || If you struggle connecting {{clr|4|5H}} and {{clr|2|214K}} try to mash 5H right after 214S. {{clr|4|5H}} Can fail to | | | {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|214S}} > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|4|5H}} > {{clr|4|623H}} || Corner || 229 || +36% || Everyone || [3] {{clr|3|Medium}} || If you struggle connecting {{clr|4|5H}} and {{clr|2|214K}} try to mash {{clr|4|5H}} right after {{clr|3|214S}}. {{clr|4|5H}} Can fail to wall stick at certain timings. | ||
|- | |- | ||
| | {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|214S}}, 66{{clr|2|2K}} > {{clr|4|6H}} > {{clr|4|623H}} ▷ {{clr|1|5P}} (or {{clr|3|c.S}}) > {{clr|4|623H}} (or {{clr|3|214S}}) || Corner || 238 || +34% || Everyone || [3] {{clr|4|Hard}} || High damage meterless corner combo from {{clr|3|c.S}}. Replace 5P with c.S on Medium/Light characters for more damage. | | | {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|214S}}, 66{{clr|2|2K}} > {{clr|4|6H}} > {{clr|4|623H}} ▷ {{clr|1|5P}} (or {{clr|3|c.S}}) > {{clr|4|623H}} (or {{clr|3|214S}}) || Corner || 238 || +34% || Everyone || [3] {{clr|4|Hard}} || High damage meterless corner combo from {{clr|3|c.S}}. Replace {{clr|1|5P}} with {{clr|3|c.S}} on Medium/Light characters for more damage. Wall break with {{clr|3|214S}} to trade damage for Shock State. | ||
|- | |- | ||
| | {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} > 66PRC > 66{{clr|4|2H(2)}} > {{clr|2|214K}}, {{clr|2|2K}}/{{clr|2|5K}}, dl.{{clr|4|236H}} || Corner || 170 || ~-31% || Everyone || [4] {{clr|4|Hard}} || 2K will wallstick. Instead of breaking the wall, a 236H can be timed to hit the opponent as they recover from sliding down from the wall and force them to block it. Wall can be broken with {{clr|4|623H}} for 217 damage with this route if desired. | | | {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} > 66PRC > 66{{clr|4|2H(2)}} > {{clr|2|214K}}, {{clr|2|2K}}/{{clr|2|5K}}, dl.{{clr|4|236H}} || Corner || 170 || ~-31% || Everyone || [4] {{clr|4|Hard}} || 2K will wallstick. Instead of breaking the wall, a {{clr|4|236H}} can be timed to hit the opponent as they recover from sliding down from the wall and force them to block it. Wall can be broken with {{clr|4|623H}} for 217 damage with this route if desired. | ||
|- | |- | ||
| | CH{{clr|3|c.S}} > {{clr|5|[5D]}}, {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}}, {{clr|4|6H}} > {{clr|3|214S}}, {{clr|4|623H}} || Near Corner || 228 || +40% || Everyone || [4] {{clr|4|Hard}} || Counter Hit {{clr|3|c.S}} punish combo that uses {{clr|5|[5D]}} as launcher. Needs no tension to work and deals high damage. | | | CH {{clr|3|c.S}} > {{clr|5|[5D]}}, {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}}, {{clr|4|6H}} > {{clr|3|214S}}, {{clr|4|623H}} || Near Corner || 228 || +40% || Everyone || [4] {{clr|4|Hard}} || Counter Hit {{clr|3|c.S}} punish combo that uses {{clr|5|[5D]}} as launcher. Needs no tension to work and deals high damage. | ||
|- | |- | ||
| | CH{{clr|3|c.S}} > {{clr|5|[5D]}}, {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}} || Anywhere || 166 || ~25% || Everyone || [4] {{clr|4|Hard}} ||You can actually confirm the {{clr|5|5[D]}} very late. Can OTG after Foudre Arc with Foudre Arc if you really want. | | | CH {{clr|3|c.S}} > {{clr|5|[5D]}}, {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}} || Anywhere || 166 || ~25% || Everyone || [4] {{clr|4|Hard}} ||You can actually confirm the {{clr|5|5[D]}} very late. Can OTG after Foudre Arc with Foudre Arc if you really want. | ||
|- | |- | ||
|} | |} | ||
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| | {{clr|4|2H(1~2)}} > {{clr|4|623H}} || Anywhere || 92~106 || ~8% || Everyone || [1] {{clr|1|Very Easy}} || Basic anti-air confirm. Should work at any height on both normal and counter hit, and also works on grounded hit provided Ky is close enough. | | | {{clr|4|2H(1~2)}} > {{clr|4|623H}} || Anywhere || 92~106 || ~8% || Everyone || [1] {{clr|1|Very Easy}} || Basic anti-air confirm. Should work at any height on both normal and counter hit, and also works on grounded hit provided Ky is close enough. | ||
|- | |- | ||
| | {{clr|4|2H(1)}} > {{clr|2|214K}} > {{clr|4|5H}} > {{clr|2|214K}} || Midscreen || 125 || ~19% || Everyone || [2] {{clr|2|Easy}} || Anti-air confirm on falling opponent. Sends the opponent to the corner. At max height | | | {{clr|4|2H(1)}} > {{clr|2|214K}} > {{clr|4|5H}} > {{clr|2|214K}} || Midscreen || 125 || ~19% || Everyone || [2] {{clr|2|Easy}} || Anti-air confirm on falling opponent. Sends the opponent to the corner. At max height {{clr|4|2H}} hit, the {{clr|2|214K}} will send the opponent flying in the opposite direction and drop the combo. | ||
|- | |- | ||
| | {{clr|4|2H(1)}} > {{clr|2|214K}} > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|3|c.S}} > {{clr|3|214S}} > {{clr|4|623H}} || Near Corner || 194 || +~30% || Everyone || [ | | | {{clr|4|2H(1)}} > {{clr|2|214K}} > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|3|c.S}} > {{clr|3|214S}} > {{clr|4|623H}} || Near Corner || 194 || +~30% || Everyone || [2] {{clr|2|Easy}} || Similar to above combo adjusted for being close enough to wall stick with {{clr|3|214S}} and then break with {{clr|4|623H}} | ||
|- | |- | ||
| | CH{{clr|4| | | | CH {{clr|4|2H(2)}} > {{clr|4|236H}}, {{clr|1|236236P}}, {{clr|4|632146H}}|| Anywhere || 280 || -100% || Everyone || [2] {{clr|2|Easy}} || Instantly pour out all Ky's meter on grounded opponent for an easy punish. | ||
|- | |- | ||
| | CH {{clr|4|2H(2)}} > {{clr|4|236H}} > {{clr|4|6H}} > {{clr|4|623H}} > {{clr|3|c.S}} > {{clr|4|623H}} || Corner || 267 || +36% || Light/Medium || [3] {{clr|3|Medium}} || Grounded corner 2H Counterhit punish. Useful after baiting a throw break attempt with backdash. | | | CH {{clr|4|2H(2)}} > {{clr|4|236H}} > {{clr|4|6H}} > {{clr|4|623H}} > {{clr|3|c.S}} > {{clr|4|623H}} || Corner || 267 || +36% || Light/Medium || [3] {{clr|3|Medium}} || Grounded corner 2H Counterhit punish. Useful after baiting a throw break attempt with backdash. | ||
|- | |- | ||
| | CH {{clr|4|2H(1)}} > {{clr|4|236H}} > {{clr|4|6H}} > {{clr|4|623H}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|4|623H}} || Corner || 258 || +38% || Light/Medium || [3] {{clr|3|Medium}} || Anti Air 2H Counterhit meterless punish in corner | | | CH {{clr|4|2H(1)}} > {{clr|4|236H}} > {{clr|4|6H}} > {{clr|4|623H}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|4|623H}} || Corner || 258 || +38% || Light/Medium || [3] {{clr|3|Medium}} || Anti Air {{clr|4|2H}} Counterhit meterless punish in corner. | ||
|- | |- | ||
| | CH {{clr|4|2H(1)}} > {{clr|4|236H}} > {{clr|4|5H}} > {{clr|2|214K}} > 66{{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|214S}} > {{clr|4|623H}} || Corner || 241 || +41% || FA PO NA/Heavyweights || [3] {{clr|3|Medium}} || Anti Air 2H Counterhit meterless punish in corner for Heavyweights and Faust | | | CH {{clr|4|2H(1)}} > {{clr|4|236H}} > {{clr|4|5H}} > {{clr|2|214K}} > 66{{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|214S}} > {{clr|4|623H}} || Corner || 241 || +41% || FA PO NA/Heavyweights || [3] {{clr|3|Medium}} || Anti Air {{clr|4|2H}} Counterhit meterless punish in corner for Heavyweights and Faust. | ||
|- | |- | ||
| | CH {{clr|4|2H(1)}}, 66{{clr|3|c.S}} > {{clr|5|[5D]}}, {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}}, {{clr|4|5H}} > {{clr|3|236S}}, {{clr|4|623H}}|| Near Corner || 230 || +38% || Everyone || [5] {{clr|4|Hard}} || CH{{clr|4|2H}} into {{clr|5|[5D]}} juggle. High damage, no tension, but only works when opponent is high enough(~ the tip height). | | | CH {{clr|4|2H(1)}}, 66{{clr|3|c.S}} > {{clr|5|[5D]}}, {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}}, {{clr|4|5H}} > {{clr|3|236S}}, {{clr|4|623H}}|| Near Corner || 230 || +38% || Everyone || [5] {{clr|4|Hard}} || CH{{clr|4|2H}} into {{clr|5|[5D]}} juggle. High damage, no tension, but only works when opponent is high enough(~ the tip height). | ||
|- | |- | ||
| |{{clr|4|2H(2)}} > {{clr|3|214S}} > {{clr|1|5K}} > {{clr|4|6H}} > {{clr|4|623H}} > {{clr|3|c.S}} > {{clr|4|623H}} || Corner || 242 || +30% || | | |{{clr|4|2H(2)}} > {{clr|3|214S}} > {{clr|1|5K}} > {{clr|4|6H}} > {{clr|4|623H}} > {{clr|3|c.S}} > {{clr|4|623H}} || Corner || 242 || +30% || SO/Medium || [4] {{clr|4|Hard}} || 6H cancel into 623H is pretty tight. {{clr|3|c.S}} can fail to wall stick if hit too late, so {{clr|3|c.S}} can be replaced by {{clr|3|623S}} for a slightly more consistent combo that deals 1 less damage. | ||
|- | |- | ||
| | CH {{clr|4|6H}} > {{clr|4|2H}} > delay {{clr|3|214S}} > {{clr|4|6H}} > {{clr|4|623H}} > {{clr|3|c.S}} > {{clr|4|623H}} || Near corner || 259 || ~+35% || Everyone || [4] {{clr|4|Hard}} || One of the highest, if not the highest, meterless confirms available to Ky. Works a bit away from the corner, but requires a dash before the 2H to get to the corner. On Leo, use 2K instead of c.S to wallstick. [https://www.youtube.com/watch?v=hbbmDRHuWZ8 Video demonstration] | | | CH {{clr|4|6H}} > {{clr|4|2H}} > delay {{clr|3|214S}} > {{clr|4|6H}} > {{clr|4|623H}} > {{clr|3|c.S}} > {{clr|4|623H}} || Near corner || 259 || ~+35% || Everyone || [4] {{clr|4|Hard}} || One of the highest, if not the highest, meterless confirms available to Ky. Works a bit away from the corner, but requires a dash before the 2H to get to the corner. On Leo, use {{clr|2|2K}} instead of {{clr|3|c.S}} to wallstick. [https://www.youtube.com/watch?v=hbbmDRHuWZ8 Video demonstration] | ||
|- | |- | ||
| | CH {{clr|4|6H}} > {{clr|2|j.K}} > {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|4|623H}} || Corner || 216 || +30% || Light/Medium || [5] {{clr|5|Very Hard}} || Needs character specific adjustments. After the second 6H, the route can be replaced with delay Sacred Edge > Stun Dipper for a very damaging 50 meter combo. Video demonstration: [https://www.youtube.com/watch?v=zRkjTWeM1jk original link] | | | CH {{clr|4|6H}} > {{clr|2|j.K}} > {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|4|623H}} || Corner || 216 || +30% || Light/Medium || [5] {{clr|5|Very Hard}} || Needs character specific adjustments. After the second {{clr|4|6H}}, the route can be replaced with delay Sacred Edge > Stun Dipper for a very damaging 50 meter combo. Video demonstration: [https://www.youtube.com/watch?v=zRkjTWeM1jk original link] | ||
|- | |- | ||
| | CH {{clr|4|6H}} > {{clr|2|214K}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}} || Anywhere || 153 || ~30% || Everyone || [3] {{clr|3|Medium}} || BnB meterless 6H counterhit confirm. | | | CH {{clr|4|6H}} > {{clr|2|214K}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}} || Anywhere || 153 || ~30% || Everyone || [3] {{clr|3|Medium}} || BnB meterless {{clr|4|6H}} counterhit confirm. | ||
|- | |- | ||
|} | |} | ||
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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| | {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|45|5H}} > {{clr|2|236K}} || Anywhere || 121 || 27% || Everyone || [1] {{clr|2|Easy}} || j.H confirm. Needs a deep {{clr|4|j.H}} or the {{clr|3|c.S}} will not combo. | | | {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|45|5H}} > {{clr|2|236K}} || Anywhere || 121 || 27% || Everyone || [1] {{clr|2|Easy}} || {{clr|4|j.H}} confirm. Needs a deep {{clr|4|j.H}} or the {{clr|3|c.S}} will not combo. | ||
|- | |- | ||
| | {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|236K}} > 66RRC > {{clr|4|2H}} > {{clr|2|214K}} > {{clr|4|623H}} || Midscreen/Near Corner/Corner || 190 || -47% || Everyone || [2] {{clr|2|Easy}} || RC extension for the above combo that will | | | {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|236K}} > 66RRC > {{clr|4|2H}} > {{clr|2|214K}} > {{clr|4|623H}} || Midscreen/Near Corner/Corner || 190 || -47% || Everyone || [2] {{clr|2|Easy}} || RC extension for the above combo that will wall stick via {{clr|2|214K}} from midscreen or closer. | ||
|- | |- | ||
| | {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|2|214K}} > {{clr|4|2H(2)}} > {{clr|3|214S}} > {{clr|4|623H}} || Near Corner || 197 || ~+34% || Everyone || [2] {{clr|2|Easy}} || Simple meterless wallbreak combo from j.H when near corner | | | {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|2|214K}} > {{clr|4|2H(2)}} > {{clr|3|214S}} > {{clr|4|623H}} || Near Corner || 197 || ~+34% || Everyone || [2] {{clr|2|Easy}} || Simple meterless wallbreak combo from {{clr|4|j.H}} when near corner. | ||
|- | |- | ||
| | || || || || || [4] {{clr|4|Hard}} || | | | || || || || || [4] {{clr|4|Hard}} || | ||
Line 134: | Line 134: | ||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| | {{clr|5|5[D]}} | | | {{clr|5|5[D]}} > [7/8/9] > {{clr|4|j.H}} > {{clr|3|j.SS}} || Anywhere || 158 || +26% || Everyone || [1] {{clr|1|Very Easy}} || Simple beginner charged Dust combo. | ||
|- | |- | ||
| | {{clr|5|5[D]}} | | | {{clr|5|5[D]}} > [7/8/9] > {{clr|4|j.H}} > {{clr|3|j.S}} > 9jc > {{clr|4|j.H}} > {{clr|3|j.SS}} || Anywhere || 189 || +29% || Everyone || [2] {{clr|2|Easy}} || Slightly more advanced version of the above. | ||
|- | |- | ||
| | {{clr|5|5[D]}} | | | {{clr|5|5[D]}} > [7/8/9] > {{clr|4|j.H}} > {{clr|3|j.S}} > 9jc > {{clr|4|j.H}} > {{clr|3|j.S}} > {{clr|4|j.H}} > 9jc > {{clr|3|j.SS}} || Anywhere || 211 || +31% || Everyone || [3] {{clr|3|Medium}} || BnB Dust combo | ||
|- | |- | ||
| | {{clr|5|5[D]}} | | | {{clr|5|5[D]}} > [7/8/9] > {{clr|4|j.H}} > {{clr|3|j.S}} > 9jc > {{clr|4|j.H}} > {{clr|3|j.S}} > {{clr|4|j.H}} > 9jc > {{clr|2|j.K}} > {{clr|3|j.SS}} || When Cornered || 216 || 32% || Everyone || [3] {{clr|3|Medium}} || The extra Homing Jump air time from landing {{clr|5|5[D]}} when cornered allows you to tack on a {{clr|2|j.K}} after the second jump cancel for a bit of extra damage. Even with this added time, you have to be quick and input your attacks as soon as possible. You'll have just barely enough time to get the whole thing. If you aren't cornered, use the above combo instead. | ||
|- | |- | ||
| | {{clr|5|5[D]}} | | | {{clr|5|5[D]}} > [7/8/9] > (Block burst) > 9 > {{clr|4|j.H}} > {{clr|3|j.S}} > {{clr|4|j.H}} 9jc > {{clr|4|j.HH}} || Anywhere || 154 || 18% || Everyone || [3] {{clr|3|Medium}} || Route for blocked burst after Dust launch. The jump after blocked burst needs to be delayed slightly or you will fall out, ending the Homing Jump. | ||
|- | |- | ||
| | CH {{clr|5|2D}} > {{clr|2|214K}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}} || Anywhere || 123 || 18% || Everyone || [3] {{clr|3|Medium}} || CH 2D confirm into hard knockdown. | | | {{clr|5|5[D]}} > [7/8/9] > 44 (Burst whiffs) > 9 > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|j.S}} > {{clr|4|j.HH}} || Anywhere || 143 || 18% || Everyone || [2] {{clr|2|Easy}} || Alternate route for reading immediate burst after Dust launch. Easier than blocking the burst because no delay is required afterwards, but does less damage. | ||
|- | |||
| | CH {{clr|5|2D}} > {{clr|2|214K}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}} || Anywhere || 123 || 18% || Everyone || [3] {{clr|3|Medium}} || CH {{clr|5|2D}} confirm into hard knockdown. | |||
|- | |- | ||
|} | |} | ||
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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
|| Throw 66RRC > {{clr|3|c.S}} > {{clr|4|2H(2)}} > {{clr|2|214K}} > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|4|623H}} || Midscreen/Near corner || 154 || ~-36% || Everyone || [2] {{clr|2|Easy}} || Easy | || Throw 66RRC > {{clr|3|c.S}} > {{clr|4|2H(2)}} > {{clr|2|214K}} > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|4|623H}} || Midscreen/Near corner || 154 || ~-36% || Everyone || [2] {{clr|2|Easy}} || Easy midscreen throw RC combo that leads into wall break from round start distance. Might drop or wall stick earlier if done too close to the corner. For lightweights, the combo needs a slight adjustment of dashing forward after the RRC to bring the opponent closer to the wall. | ||
|- | |- | ||
|| Throw 66RRC > {{clr|5|5[D]}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|2|5K}} > {{clr|4|623H}} || Midscreen/Near corner || 156 || ~-34% || Everyone || [4] {{clr|4|Hard}} || Midscreen throw RC combo. Timing on {{clr|3|2S}} can be tricky as it cannot be buffered from {{clr|5|5[D]}}. If the opponent is not cornered, {{clr|2|5K}} will whiff or fail to | || Throw 66RRC > {{clr|5|5[D]}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|2|5K}} > {{clr|4|623H}} || Midscreen/Near corner || 156 || ~-34% || Everyone || [4] {{clr|4|Hard}} || Midscreen throw RC combo. Timing on {{clr|3|2S}} can be tricky as it cannot be buffered from {{clr|5|5[D]}}. If the opponent is not cornered, {{clr|2|5K}} will whiff or fail to wall stick, but the soft knockdown can still allow for an oki setup. {{clr|3|214S}} can be used as the ender for shock state instead of {{clr|4|623H}} for damage. More difficult than the above combo and might whiff at round start distance, but does more damage and gains more tension. | ||
|- | |- | ||
|| Throw 44RRC > {{clr|4|236H}} > dash > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|4|623H}} || Corner || 159 || ~ -40% || Everyone || [4] {{clr|4|Hard}} || Hard to burst combo, can dash up and block after fireball to bait the burst again. | || Throw 44RRC > {{clr|4|236H}} > dash > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|4|623H}} || Corner || 159 || ~ -40% || Everyone || [4] {{clr|4|Hard}} || Hard to burst combo, can dash up and block after fireball to bait the burst again. | ||
|- | |- | ||
|| Throw 44RRC > {{clr|4|236H}} > (66) {{clr|4|6H}} > {{clr|4|623H}} > {{clr|2|5K}} > {{clr|4|623H}} || Corner || 165 || ~-35% || Everyone || [3] {{clr|4|Hard}} || Burst-safe corner throw RC route. Dashing {{clr|4|6H}} is only necessary if the opponent actually bursts. Against lightweights, can wallsplat with {{clr|3|c.S}} instead of {{clr|2|5K}} for more damage. Against heavyweights, | || Throw 44RRC > {{clr|4|236H}} > (66) {{clr|4|6H}} > {{clr|4|623H}} > {{clr|2|5K}} > {{clr|4|623H}} || Corner || 165 || ~-35% || Everyone || [3] {{clr|4|Hard}} || Burst-safe corner throw RC route. Dashing {{clr|4|6H}} is only necessary if the opponent actually bursts. Against lightweights, can wallsplat with {{clr|3|c.S}} instead of {{clr|2|5K}} for more damage. Against heavyweights, wall stick with {{clr|2|2K}} for more consistency. [https://www.youtube.com/watch?v=7wGDJxC5uMw&t=533s Video Example] | ||
If the opponent ''does'' burst after the 44RC, the combo can still continue if the CSE was timed ''perfectly'' after 44RRC, otherwise Ky simply applies shockstate on block and continues pressure. | If the opponent ''does'' burst after the 44RC, the combo can still continue if the CSE was timed ''perfectly'' after 44RRC, otherwise Ky simply applies shockstate on block and continues pressure. | ||
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The goal with combos is to end them in a way that gets you some kind of advantage beyond just damage. You can end combos into a knockdown, or corner carry to put yourself in a better position. Each ender you choose will set up a different situation after the combo, so think about what you want to accomplish. | The goal with combos is to end them in a way that gets you some kind of advantage beyond just damage. You can end combos into a knockdown, or corner carry to put yourself in a better position. Each ender you choose will set up a different situation after the combo, so think about what you want to accomplish. | ||
Example enders: | |||
* ... > 2D | * ... > {{clr|5|2D}} | ||
* ... > 2D > 214S | ** Hard knockdown close to Ky, allowing many okizeme setups. | ||
* f.S/2S > 236K | * ... > {{clr|5|2D}} > {{clr|3|214S}} | ||
* ...(airborne opponent) > 5H/2H > 214K | ** Corner carry with a knockdown farther from Ky that still allows for good oki. | ||
* ... > 632146H / 236236P | * {{clr|3|f.S/2S}} > {{clr|2|236K}} | ||
** Corner carry and damage option, but with weaker oki due to Stun Dipper's short knockdown time. | |||
* ...(airborne opponent) > {{clr|4|5H/2H}} > {{clr|2|214K}} | |||
** Large amount of corner carry. | |||
* ... > {{clr|4|632146H}} / {{clr|1|236236P}} | |||
** Overdrive ender for high damage, and in Ride The Lightning's case a huge amount of corner carry and a very likely Wall Break. | |||
==={{clr|4|5H}} > Foudre Arc Loops=== | |||
{{clr|4|5H}} launches opponents vertically on air hit, putting them in the perfect position for Foudre Arc ({{clr|2|214K}}) afterwards. This sequence can be looped off a wide variety of starters for a large amount of corner carry as long as {{clr|4|5H}} hits the opponent in the air, including (but not limited to) [[GGST/Movement#Roman Cancels|Red Roman Cancel]]'s launch, anti-air {{clr|1|5P}}/{{clr|4|2H}}, and CH {{clr|4|6H}}. When the corner carry is enough to reach the corner itself, {{clr|2|5K}} {{clr|4|6H}} after the second {{clr|2|214K}} is very likely to wall stick, earning you [[GGST/Gauges#Positive Bonus|Positive Bonus]] from the resulting Wall Break. | |||
==={{clr|4|6H}} Wallbounce=== | ==={{clr|4|6H}} Wallbounce=== | ||
In the corner, 6H will bounce the opponent | In the corner, {{clr|4|6H}} will bounce the opponent off the wall on hit. This allows combo extensions with {{clr|2|214K}} and Shock State {{clr|3|623S}}/{{clr|4|H}} for increased damage. | ||
==={{clr|3|214S}} OTG Relaunch=== | ==={{clr|3|214S}} OTG Relaunch=== | ||
In the corner, combos that don't push you out too far can be ended in 214S and picked up with an | In the corner, combos that don't push you out too far can be ended in {{clr|3|214S}} and picked up with an Off-the-Ground hit to continue the combo, taking advantage of the applied Shock State to increase your damage. | ||
Essentially, there's a short time after an opponent is hit by {{clr|3|214S}} that they can be launched into the air again if struck by an attack. The most reliable move you have to do this with is {{clr|2|2K}}, since it's very fast, reaches a long distance, and gatlings to {{clr|4|6H}} to allow you to wallbounce the opponent. | |||
Example routes: <br> | Example routes: <br> | ||
*c.S > 6H > 214S, | *{{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|214S}}, 66{{clr|2|2K}} > {{clr|4|6H}} > SS {{clr|4|623H}}, {{clr|1|5P}} > {{clr|4|623H}} | ||
*214S | *CH {{clr|3|214S}}, {{clr|4|66H}} > {{clr|4|623H}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|623H}} > {{clr|3|623S}} | ||
==={{clr|4|2H}} > Foudre Arc=== | ==={{clr|4|2H}} > Foudre Arc=== | ||
{{clr|4|2H}} | {{clr|4|2H}} combo into {{clr|2|214K}} on most characters. It does not work on Sol, Ky, May, Anji, and Giovanna. | ||
If | If {{clr|2|214K}} hit your opponent while they were in Shock State, you can usually link a {{clr|2|5K}} or {{clr|2|2K}} and cancel that into Stun Dipper ({{clr|2|236K}}) to end the combo, depending on the character and spacing. A {{clr|2|5K}} link will not work on some characters at all. {{clr|2|2K}} is more reliable since it reaches further. The {{clr|2|2K}} link works on everyone except for I-No. She requires you to be point blank with your {{clr|4|2H}}, otherwise {{clr|2|2K}} won't reach. On the larger characters like Faust, Potemkin, Leo, and Nagoriyuki, you can instead end the combo with Dire Eclat ({{clr|3|214S}}) instead of {{clr|2|236K}}, since their hurtboxes are bigger than the other characters on whom max range {{clr|2|2K}} > {{clr|3|214S}} will not work on. This will reapply Shock State, making it preferable over Stun Dipper for these characters. | ||
==={{clr|4|6H}} > '''delay Sacred Edge''' === | ==={{clr|4|6H}} > '''delay Sacred Edge''' === | ||
When Sacred Edge is delayed after 6H in the corner, the wall bounce it provides will prevent | When Sacred Edge ({{clr|1|236236P}}) is delayed after {{clr|4|6H}} in the corner, the wall bounce it provides will prevent {{clr|1|236236P}} from doing wall damage, allowing for it to be used in corner combos without breaking the wall. | ||
==Navigation== | ==Navigation== | ||
{{#lst:{{BASEPAGENAME}}/Data|Links}} | {{#lst:{{BASEPAGENAME}}/Data|Links}} | ||
{{Navbar-GGST}} | {{Navbar-GGST}} |
Revision as of 17:16, 27 July 2021
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
- This list is meant for actual combos, not for frame traps, blockstrings, or mixups. If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
- The list is focused on most practical examples, not every single option that exists.
- All damage values are damage dealt to Ky unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
- The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2P > 2P > 6P > 214S | Anywhere | 69 | 16% | Everyone | [1] Very Easy | Simple, easy confirm from 2P that grants Shock State. Subtract Ps based on range. Works off of 5P too, but 5P whiffs on most crouchers. |
5K/2K > 2D > 214S | Anywhere | 66~70 | 16% | Everyone | [1] Very Easy | Confirm into Dire Eclat. Grants Shock State and a knockdown. |
5K/2K > 2D | Anywhere | 48 | 10% | Everyone | [1] Very Easy | Confirm off of 5K or 2K into 2D into meaty Charged Stun Edge for both okizeme and Shock State. The CSE will pass over them by the time they get up unless you delay it or if the opponent was hit by 2D at a far enough range. |
5K/2K > 2D > 632146H | Near Corner/Corner | 144 | ~-40% | Everyone | [2] Easy | Simple confirm into RTL for a Wall Break, granting Positive Bonus. |
5K/2K > 2D > 236S > 66PRC, 6H > 623H, c.S > 214S > 623H or 214S | Corner | 162 | ~-38% | Light and Medium weights | [3] Medium | Guaranteed wall break combo off a 5K or 2K starter. |
5K/2K > 2D > 214S > (delay to about fully pushed back) 66PRC~6H > 623H, c.S > 6H > 623H | Corner | 175 | ~-38% | Light and Medium weights | [5] Very Hard | Very hard version of the combo above. |
5K/2K > 6H > 214S, 662K/5K > 6H > 623H ▷ 5P (or c.S) > 623H (or 214S) | Corner | 174 | 30% | Everyone | [4] Hard | High damage combo for when the opponent is hit crouching. Replace 5P with c.S on light and medium weights for more damage. Wall break with 214S to trade damage for Shock State. |
5K/2K > 2D > 214S > RRC, 665H > 623H, c.S > 5H > 214K, 623H | When Cornered | 164 | ~-20% | Light and Medium weights | [3] Medium | Side switches and wall breaks. Run under the opponent after the RRC. The RRC can be done as either neutral RRC or 88RRC, but 66RRC will not let you run under the opponent. |
5K/2K > 2D > 214S > RRC, 665H > 623H, 2K > 6P > 623H | When Cornered | 154 | ~-20% | Everyone | [4] Hard | Alternate version of the above for heavyweights. Getting the timing for 2K can be tricky. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
c.S > 214S | Anywhere | 77 | +12% | Everyone | [1] Very Easy | Applies Shock State. Sets up safejumps with IAD j.H or 66214K. |
c.S > 2D > dl.236H | Anywhere | 71 | ~+10% | Everyone | [2] Easy | CSE oki AND Shock State. What more could you want? CSE whiffs if not delayed. |
c.S > 5H > 236K | Anywhere | 112 | +17% | Everyone | [2] Easy | Spacing dependent. Delay the cancel from 5H to 236K if close to the opponent. 5H can also be replaced with f.S and 2S. |
CHc.S > 6K, 5K > 6P > 214S | Anywhere | 144 | +26% | Everyone | [3] Easy | Only works on crouching opponents. |
c.S > 2H(2) > 214K, 2K > 236K | Midscreen | Everyone except SO, KY, MA, AN, GI | [3] Medium | Needs Shock State. Needs dash momentum for I-No. | ||
c.S > 2H(2) > 214K, 2K > 214S | Midscreen | FA, PO, LE, NA | [3] Medium | Needs Shock State. Unlike the 2K > 236K ender, this one will leave your opponent in Shock State. However, it only works on the big boys. | ||
c.S > 5H > 236S > 66PRC, 66c.S > 2H(2) > 214S | Anywhere | 167 | ~-23% | Everyone | [3] Medium | Easier alternative if 2H > 214K will not combo on the character you're facing. Leaves your opponent in Shock State. |
c.S > 5H > 236S > 66PRC, 66c.S > 2D > dl.236H | Anywhere | 142 | ~-30% | Everyone | [3] Medium | CSE oki alternative to the above combo. |
c.S > 5H > 236S > 88PRC > 66j.H > c.S > 2H(2) > 214K, 2K > 236K | Midscreen | 178 | Everyone except SO, KY, MA, AN, GI | [3] Medium | Needs dash momentum on some characters. | |
c.S > 5H > 214K > j.66PRC~j.S > j.H ▷ c.S > 2D | Anywhere | 166 | ~-30% | Everyone | [4] Hard | Only works on standing characters. Needs dash momentum. Use the RC Cancel during the j.66PRC lets Ky carry the momentum from Foudre Arc and be able to get a j.S and j.H in before landing. Cancel into 236H after 2D for CSE oki. |
66c.S > f.S > 5H > 214K > j.66PRC > j.S > j.H ▷ c.S > 2D > 632146H | Anywhere | -100% | Everyone | [4] Hard | Like the above combo, but ends with Ride the Lightning instead of CSE oki. If you're willing to spend all of your meter, this will result in added damage and a guaranteed wallbreak from any part of the stage, even from the opposite corner. | |
c.S > 6H > 214K > 66c.S > 6H > 214S > 623H | Corner | 219 | +35% | Everyone | [3] Medium | High damage meterless corner combo from c.S. The DP input needs to be delayed until after the wall stick freeze ends since it doesn't buffer during 214S's recovery. Additionally, the 214S can be replaced with another 623H for 4 more damage, but this can whiff on certain characters like Potemkin unless the second c.S is not dashed. |
c.S > 6H > 214S > 5H > 214K > 5H > 623H | Corner | 229 | +36% | Everyone | [3] Medium | If you struggle connecting 5H and 214K try to mash 5H right after 214S. 5H Can fail to wall stick at certain timings. |
c.S > 6H > 214S, 662K > 6H > 623H ▷ 5P (or c.S) > 623H (or 214S) | Corner | 238 | +34% | Everyone | [3] Hard | High damage meterless corner combo from c.S. Replace 5P with c.S on Medium/Light characters for more damage. Wall break with 214S to trade damage for Shock State. |
c.S > 6H > 236S > 66PRC > 662H(2) > 214K, 2K/5K, dl.236H | Corner | 170 | ~-31% | Everyone | [4] Hard | 2K will wallstick. Instead of breaking the wall, a 236H can be timed to hit the opponent as they recover from sliding down from the wall and force them to block it. Wall can be broken with 623H for 217 damage with this route if desired. |
CH c.S > [5D], 2S > 5H > 214K, 6H > 214S, 623H | Near Corner | 228 | +40% | Everyone | [4] Hard | Counter Hit c.S punish combo that uses [5D] as launcher. Needs no tension to work and deals high damage. |
CH c.S > [5D], 2S > 5H > 214K | Anywhere | 166 | ~25% | Everyone | [4] Hard | You can actually confirm the 5[D] very late. Can OTG after Foudre Arc with Foudre Arc if you really want. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2H(1~2) > 623H | Anywhere | 92~106 | ~8% | Everyone | [1] Very Easy | Basic anti-air confirm. Should work at any height on both normal and counter hit, and also works on grounded hit provided Ky is close enough. |
2H(1) > 214K > 5H > 214K | Midscreen | 125 | ~19% | Everyone | [2] Easy | Anti-air confirm on falling opponent. Sends the opponent to the corner. At max height 2H hit, the 214K will send the opponent flying in the opposite direction and drop the combo. |
2H(1) > 214K > 5H > 214K > c.S > 214S > 623H | Near Corner | 194 | +~30% | Everyone | [2] Easy | Similar to above combo adjusted for being close enough to wall stick with 214S and then break with 623H |
CH 2H(2) > 236H, 236236P, 632146H | Anywhere | 280 | -100% | Everyone | [2] Easy | Instantly pour out all Ky's meter on grounded opponent for an easy punish. |
CH 2H(2) > 236H > 6H > 623H > c.S > 623H | Corner | 267 | +36% | Light/Medium | [3] Medium | Grounded corner 2H Counterhit punish. Useful after baiting a throw break attempt with backdash. |
CH 2H(1) > 236H > 6H > 623H > c.S > 5H > 214K > 623H | Corner | 258 | +38% | Light/Medium | [3] Medium | Anti Air 2H Counterhit meterless punish in corner. |
CH 2H(1) > 236H > 5H > 214K > 66c.S > 5H > 214S > 623H | Corner | 241 | +41% | FA PO NA/Heavyweights | [3] Medium | Anti Air 2H Counterhit meterless punish in corner for Heavyweights and Faust. |
CH 2H(1), 66c.S > [5D], 2S > 5H > 214K, 5H > 236S, 623H | Near Corner | 230 | +38% | Everyone | [5] Hard | CH2H into [5D] juggle. High damage, no tension, but only works when opponent is high enough(~ the tip height). |
2H(2) > 214S > 5K > 6H > 623H > c.S > 623H | Corner | 242 | +30% | SO/Medium | [4] Hard | 6H cancel into 623H is pretty tight. c.S can fail to wall stick if hit too late, so c.S can be replaced by 623S for a slightly more consistent combo that deals 1 less damage. |
CH 6H > 2H > delay 214S > 6H > 623H > c.S > 623H | Near corner | 259 | ~+35% | Everyone | [4] Hard | One of the highest, if not the highest, meterless confirms available to Ky. Works a bit away from the corner, but requires a dash before the 2H to get to the corner. On Leo, use 2K instead of c.S to wallstick. Video demonstration |
CH 6H > j.K > j.D > j.D > c.S > 5H > 214K > 623H | Corner | 216 | +30% | Light/Medium | [5] Very Hard | Needs character specific adjustments. After the second 6H, the route can be replaced with delay Sacred Edge > Stun Dipper for a very damaging 50 meter combo. Video demonstration: original link |
CH 6H > 214K > 2S > 5H > 214K | Anywhere | 153 | ~30% | Everyone | [3] Medium | BnB meterless 6H counterhit confirm. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
j.H > c.S > 5H > 236K | Anywhere | 121 | 27% | Everyone | [1] Easy | j.H confirm. Needs a deep j.H or the c.S will not combo. |
j.H > c.S > 5H > 236K > 66RRC > 2H > 214K > 623H | Midscreen/Near Corner/Corner | 190 | -47% | Everyone | [2] Easy | RC extension for the above combo that will wall stick via 214K from midscreen or closer. |
j.H > c.S > 6H > 214K > 2H(2) > 214S > 623H | Near Corner | 197 | ~+34% | Everyone | [2] Easy | Simple meterless wallbreak combo from j.H when near corner. |
[4] Hard | ||||||
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5[D] > [7/8/9] > j.H > j.SS | Anywhere | 158 | +26% | Everyone | [1] Very Easy | Simple beginner charged Dust combo. |
5[D] > [7/8/9] > j.H > j.S > 9jc > j.H > j.SS | Anywhere | 189 | +29% | Everyone | [2] Easy | Slightly more advanced version of the above. |
5[D] > [7/8/9] > j.H > j.S > 9jc > j.H > j.S > j.H > 9jc > j.SS | Anywhere | 211 | +31% | Everyone | [3] Medium | BnB Dust combo |
5[D] > [7/8/9] > j.H > j.S > 9jc > j.H > j.S > j.H > 9jc > j.K > j.SS | When Cornered | 216 | 32% | Everyone | [3] Medium | The extra Homing Jump air time from landing 5[D] when cornered allows you to tack on a j.K after the second jump cancel for a bit of extra damage. Even with this added time, you have to be quick and input your attacks as soon as possible. You'll have just barely enough time to get the whole thing. If you aren't cornered, use the above combo instead. |
5[D] > [7/8/9] > (Block burst) > 9 > j.H > j.S > j.H 9jc > j.HH | Anywhere | 154 | 18% | Everyone | [3] Medium | Route for blocked burst after Dust launch. The jump after blocked burst needs to be delayed slightly or you will fall out, ending the Homing Jump. |
5[D] > [7/8/9] > 44 (Burst whiffs) > 9 > j.S > j.H > j.S > j.HH | Anywhere | 143 | 18% | Everyone | [2] Easy | Alternate route for reading immediate burst after Dust launch. Easier than blocking the burst because no delay is required afterwards, but does less damage. |
CH 2D > 214K > 2S > 5H > 214K | Anywhere | 123 | 18% | Everyone | [3] Medium | CH 2D confirm into hard knockdown. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
Throw 66RRC > c.S > 2H(2) > 214K > 5H > 214K > 623H | Midscreen/Near corner | 154 | ~-36% | Everyone | [2] Easy | Easy midscreen throw RC combo that leads into wall break from round start distance. Might drop or wall stick earlier if done too close to the corner. For lightweights, the combo needs a slight adjustment of dashing forward after the RRC to bring the opponent closer to the wall. |
Throw 66RRC > 5[D] > 2S > 5H > 214K > 5K > 623H | Midscreen/Near corner | 156 | ~-34% | Everyone | [4] Hard | Midscreen throw RC combo. Timing on 2S can be tricky as it cannot be buffered from 5[D]. If the opponent is not cornered, 5K will whiff or fail to wall stick, but the soft knockdown can still allow for an oki setup. 214S can be used as the ender for shock state instead of 623H for damage. More difficult than the above combo and might whiff at round start distance, but does more damage and gains more tension. |
Throw 44RRC > 236H > dash > 2S > 5H > 214K > 623H | Corner | 159 | ~ -40% | Everyone | [4] Hard | Hard to burst combo, can dash up and block after fireball to bait the burst again. |
Throw 44RRC > 236H > (66) 6H > 623H > 5K > 623H | Corner | 165 | ~-35% | Everyone | [3] Hard | Burst-safe corner throw RC route. Dashing 6H is only necessary if the opponent actually bursts. Against lightweights, can wallsplat with c.S instead of 5K for more damage. Against heavyweights, wall stick with 2K for more consistency. Video Example
If the opponent does burst after the 44RC, the combo can still continue if the CSE was timed perfectly after 44RRC, otherwise Ky simply applies shockstate on block and continues pressure. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
CH 214K > 2K > 214S | Anywhere | 88 | ~18% | Everyone | [1] Very Easy | Ground counterhit Foudre Arc combo. |
Air Hit 214K > 2S > 5H > 214K | Anywhere | 113 | ~18% | Everyone | [2] Easy | Air hit Foudre Arc combo. Works on counterhit as well |
CH 214S > dash > 5H > 214K > 5H > 214K | Anywhere | 156 | ~-34% | Everyone | [5] Very Hard | Very difficult microdash confirm off a counterhit Dire Eclat. Much easier to do when the opponent has the corner behind them of course. |
CH Shock State 623H > dash > c.S > 2H > 214K | Anywhere | 150 | ~20% | Everyone | [4] Hard | Pretty hard timing to dash after the H DP, have to also time the c.S while Ky is offscreen so it's pretty hard. |
236K(1) > RRC > [5D] > c.S > 6K > 5K > 6H > 623H > 623H | Corner | 167 | -48% | Everyone | [3] Medium | 50 tension wallbreak combo off of stun dipper in the corner. |
Combo Theory
Get the Knockdown/Push to the Corner
The goal with combos is to end them in a way that gets you some kind of advantage beyond just damage. You can end combos into a knockdown, or corner carry to put yourself in a better position. Each ender you choose will set up a different situation after the combo, so think about what you want to accomplish.
Example enders:
- ... > 2D
- Hard knockdown close to Ky, allowing many okizeme setups.
- ... > 2D > 214S
- Corner carry with a knockdown farther from Ky that still allows for good oki.
- f.S/2S > 236K
- Corner carry and damage option, but with weaker oki due to Stun Dipper's short knockdown time.
- ...(airborne opponent) > 5H/2H > 214K
- Large amount of corner carry.
- ... > 632146H / 236236P
- Overdrive ender for high damage, and in Ride The Lightning's case a huge amount of corner carry and a very likely Wall Break.
5H > Foudre Arc Loops
5H launches opponents vertically on air hit, putting them in the perfect position for Foudre Arc (214K) afterwards. This sequence can be looped off a wide variety of starters for a large amount of corner carry as long as 5H hits the opponent in the air, including (but not limited to) Red Roman Cancel's launch, anti-air 5P/2H, and CH 6H. When the corner carry is enough to reach the corner itself, 5K 6H after the second 214K is very likely to wall stick, earning you Positive Bonus from the resulting Wall Break.
6H Wallbounce
In the corner, 6H will bounce the opponent off the wall on hit. This allows combo extensions with 214K and Shock State 623S/H for increased damage.
214S OTG Relaunch
In the corner, combos that don't push you out too far can be ended in 214S and picked up with an Off-the-Ground hit to continue the combo, taking advantage of the applied Shock State to increase your damage.
Essentially, there's a short time after an opponent is hit by 214S that they can be launched into the air again if struck by an attack. The most reliable move you have to do this with is 2K, since it's very fast, reaches a long distance, and gatlings to 6H to allow you to wallbounce the opponent.
Example routes:
- c.S > 6H > 214S, 662K > 6H > SS 623H, 5P > 623H
- CH 214S, 66H > 623H > c.S > 6H > 623H > 623S
2H > Foudre Arc
2H combo into 214K on most characters. It does not work on Sol, Ky, May, Anji, and Giovanna.
If 214K hit your opponent while they were in Shock State, you can usually link a 5K or 2K and cancel that into Stun Dipper (236K) to end the combo, depending on the character and spacing. A 5K link will not work on some characters at all. 2K is more reliable since it reaches further. The 2K link works on everyone except for I-No. She requires you to be point blank with your 2H, otherwise 2K won't reach. On the larger characters like Faust, Potemkin, Leo, and Nagoriyuki, you can instead end the combo with Dire Eclat (214S) instead of 236K, since their hurtboxes are bigger than the other characters on whom max range 2K > 214S will not work on. This will reapply Shock State, making it preferable over Stun Dipper for these characters.
6H > delay Sacred Edge
When Sacred Edge (236236P) is delayed after 6H in the corner, the wall bounce it provides will prevent 236236P from doing wall damage, allowing for it to be used in corner combos without breaking the wall.