| content = This combo may seem complex, but when boiled down has only a few parts that are needed to be mastered in order to perform it.
| content = This combo may seem complex, but when boiled down has only a few parts that are needed to be mastered in order to perform it.
This combo is Ky's easiest midscreen wallbreak without meter, but also the most specific, as he has to be directly where the video shows for it to work. On block this combo does not provide as much value as a block string as the [[GGST/Ky Kiske/Combos#Ky_Beginner_Combo_1|first beginner combo]] due to the opponent needing to be standing for this combo to connect on block and on hit. This combo is recommended as a blue burst punish after a jump cancelled {{clr|S|c.S}}.
This combo is Ky's easiest midscreen wallbreak without meter, but also the most specific, as the opponent has to be directly where the video shows for it to work. If you are too close to the corner, the first {{clr|K|2K}} > {{clr|H|6H}} loop will wallbounce the opponent too quickly and not give enough time for the second loop. In the midscreen the {{clr|K|2K}} > {{clr|H|6H} will just blow the opponent back, not leading to anything afterwards. On block this combo does not provide as much value as a block string as the [[GGST/Ky Kiske/Combos#Ky_Beginner_Combo_1|first beginner combo]] due to the opponent needing to be standing for this combo to connect on block and on hit. This combo is recommended as a blue burst punish after a jump cancelled {{clr|S|c.S}}.
You can also do only one loop of {{clr|K|2K}} > {{clr|H|6H}} with a special cancelled {{clr|H|236H}} afterwards for okizeme.
You can also do only one loop of {{clr|K|2K}} > {{clr|H|6H}} with a special cancelled {{clr|H|236H}} afterwards for okizeme.
Numbers represent direction on a keyboard numpad. For example, + becomes 236P.
> = Proceed from the previous move to the following move.
▷/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
BNB A staple combo that is simple yet effective. Close Range Ground ComboThe one combo you should never forget.
Very Easy
c.S > 2H > 214S
This combo is a staple that all Ky's should know, as it applies Shock State on hit and gives a Hard Knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc., which sets up for Ky's dangerous Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. game.
In the midscreen Ky usually just gets a meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.5K after 214S, but in the corner it becomes much easier for Ky to use 236HGuardAllStartup39RecoveryTotal 62Advantage+22 [+25] after 214S to gain lots of frame advantage on block.
If you choose to extend in the corner after this combo, you can use 236KGuardLow, AllStartup7Recovery30Advantage-19 [-14] as an extension for extra damage. This combo can also be used as a way to catch opponents mashing buttons during your pressure by using a delayed gatling into 2H from c.S. For more information on Ky's Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., check his Strategy page here.
Close Range Okizeme Ender
Close Range Okizeme EnderWhen you need a more direct way to start your offense.
Very Easy
Starter > 2D > dl. 236H
A simple yet essential string in any Ky's repertoire, for it grants a Hard Knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. that starts his okizeme game with 236HGuardAllStartup39RecoveryTotal 62Advantage+22 [+25] anywhere on the stage.
Ky's starters into 2D include: 5K, 2K, and c.S. 2K is often used in neutral situations due to its balance of range and speed while 5K is more often used during okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. with its infamously long active frames and quick recovery.
This combo also works as a jump in starter from j.H for easy air to ground conversions.
On block, 5K with a slight (2f minimum) delay into 2D is a 1f (minimum) frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own., which when cancelled into 214S is a natural 1f double frame trap and safe situation if the opponent is not hit by 2D.
2K > 2D into a blocked 214S can be used after a blocked Shock State214KGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12] for a Frame Trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own., but it also combos if the opponent is hit by the SS 214K.
Close Range Light Starter
Close Range Light StarterSometimes it's all you get.
Very Easy
(2P > ) 2P > 6P > 214S
A versatile string for Ky to confirm a knockdown from 2P, either during low-risk pressure or to regain control of the situation from 2Pabare An attack during the opponent's pressure, intended to interrupt it.. Even if this starter does not give the option of 236HGuardAllStartup39RecoveryTotal 62Advantage+22 [+25]okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., it is still necessary due to not having access to 2D from P normals. This gives similar oki to the BNB Close Range Ground Combo posted above. This combo also works as a good block string confirm from close range, due to the 214S ender being safe on block from all ranges.
Subtract the amount of Ps based on range from the opponent, as too many will cause 6P to whiff. Generally, if Ky is almost touching their collision box you are able to get two hits before needing to gatling into 6P.
Mid Range Poke Starter
Mid Range Poke StarterThe best way to convert from controlling space to starting offense.
Easy
Midrange Starter > 5H > (dl.) 236K
In most cases Ky is not able to convert into 214S from far-reaching pokes, so this combo is his next best option to still score a knockdown. However, Stun DipperGuardLow, AllStartup7Recovery30Advantage-19 [-14] only provides a Soft Knockdown A knockdown that puts the character into a state that may allow the character to get up off the ground earlier than a Hard Knockdown, giving the offender less options for continuing offense., so Ky does not have time for 236HGuardAllStartup39RecoveryTotal 62Advantage+22 [+25] and only gets a meaty 5K afterwards.
Notable midrange starters include: 2S and f.S. f.S goes farther but could get changed to a c.S input if done too close, while 2S goes a little shorter but always will be the same move, regardless of proximity.
A max range f.S will only be able to convert into 236K. If the combo is started right next to the opponent, you will have to delay the 236K after the 5H in order for the 236K to connect both hits. This combo's beginning also can be used as a way to catch opponents jumping out of blockstun with a delayed gatling to 2S from c.S on block.
On Counter Hit, f.S and 2S will directly combo into 236K from any range due to the CH slowdown.
Anti-Air/Anti-Poke Starter
Anti-Air/Anti-Poke StarterStopping approaches from any angle.
Very Easy
6P > 214S/214K
Thanks to its frame 1 upper body invulnerability, 6P is useful as a counter poke. It can challenge an opponent's attack in mid or close range. Many forward-lunging, plus on block special moves, such as Giovanna'sTrovãoGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15] and May's Mr. Dolphin HorizontalGuardAllStartup25Recovery20 (18 OH)Advantage+7, are vulnerable to 6P. In addition, many attacks extends the character's hurtbox further out than the animation implies, due to the weapon itself having a hurtbox. This is especially prevalent on moves like Nagoriyuki'sf.SGuardAllStartup16Recovery28Advantage-17 and Leo'sf.SGuardAllStartup12Recovery21Advantage-13. If you experiment with 6P, you might be surprised at how many attacks can be beaten with it.
The upper body invincibility also naturally makes 6P a reliable anti-air, stopping opponents both jumping and Instant Airdashing in while turning their approach into a Dire EclatGuardAllStartup14Recovery25Advantage-8 [-6] okizeme situation for Ky.
On Counter Hit, 214KGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12] also gives a hard knockdown but one that is closer to Ky than 214SGuardAllStartup14Recovery25Advantage-8 [-6]'s, allowing for more okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. options like dash 236HGuardAllStartup39RecoveryTotal 62Advantage+22 [+25].
Charged Dust Starter
Charged Dust StarterFor big punishes, or just catching people sleeping.
Easy
5[D] > [7/8/9] > j.H > j.D > 9jc > j.H > j.S > j.H > 9jc > j.HH
A big damage Homing Jump combo from a Charged Dust starter. Charged Dust is slow at 28f startup and reactable as a mix-up, but neither of those factor into its usage as a reliable reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. punish. Since the wall isn't broken during this combo Ky does not gain Positive Bonus afterwards, but the Finish Blow smash knockdown ender gives him enough time to run forward for a meaty.
You will need a different version of this combo for it to work on May
5[D] > [7/8/9] > j.H > j.D > j.H > 9jc > j.H > j.S > j.HH
Optimal Dust combo that works on May
Core Combos
Core combos balance potency with consistency. They:
Work against most characters of a selected weight or hurt box type
May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
Are expected to be consistently performable by most intermediate and advanced players who main the character
Optimized Close Range Midscreen BNB
{{TheoryBox
| Title = Optimized Close Range Midscreen BNB
| Oneliner = Wallbreak from much farther than normal without any meter!
| Difficulty = Medium
| Anchor = Ky Core Combo 1
| Video = GGST Ky Optimized Close Range Midscreen Standing BNB.mp4
| Size = 256x192
| Recipe = c.S > jc > j.D > 66 > j.H > 2K > 6H > 2K > 6H > dl.623H WS > 214S WB
| content = This combo may seem complex, but when boiled down has only a few parts that are needed to be mastered in order to perform it.
This combo is Ky's easiest midscreen wallbreak without meter, but also the most specific, as the opponent has to be directly where the video shows for it to work. If you are too close to the corner, the first 2K > 6H loop will wallbounce the opponent too quickly and not give enough time for the second loop. In the midscreen the 2K > 6H} will just blow the opponent back, not leading to anything afterwards. On block this combo does not provide as much value as a block string as the first beginner combo due to the opponent needing to be standing for this combo to connect on block and on hit. This combo is recommended as a blue burst punish after a jump cancelled c.S.
You can also do only one loop of 2K > 6H with a special cancelled 236H afterwards for okizeme.
When not in the midscreen, there is a variation of this combo that goes for okizeme instead of damage listed in the tab above.
Optimized Close Range Corner BNB
Optimized Close Range Corner BNBUtilize the shock states opponent launching properties!
Easy
c.S > 6H > 214S > 6H > 623H > 2K WS > 214S WB
This combo is one of Ky's most damaging, while also being quite short and simple. On heavyweight characters such as Potemkin, you will have to substitute the 2K for a 2P.
When not touching the opponents collision box, while still being in c.S range, the 214S after the 6H will have to be delayed in order for the combo to connect. You will also have to substitute 2K for a 2P in this situation.
On the second 6H in the combo, instead of continuing, you can special cancel into 236H for an okizeme reset.
Optimized Close Range Metered Midscreen Starter
Optimized Close Range Metered Midscreen StarterUtilize the shock states opponent launching properties, this time with meter!
Easy
c.S > 2H > 214S > 88RRC > 66 > 2H > 623H > c.S > 6H WS > 214S WB
This combo provides a slightly less safe way to catch the opponents jump after a blocked c.S on offense compared to 2S > 5H but paired with the power of the roman cancel gives it a great reward on hit.
If the opponent stays patient you are still rewarded with a safe blockstring ender in 214S. This means trying to fish for this combo leads of little risk to you.
As long as the first half of the combo includes a 214S in it, it is very likely you can do the RC part of this combo with no issues on multiple different starters.
Doing a delayed 236H after the second c.S provides an okizeme reset.
Optimized Heavy Normal Counterhit Corner Starter
Optimized Heavy Normal Counterhit Corner StarterUtilize stagger pressure to catch the opponents mashing attempts!
Easy
6H CH > 236H > 6H > 623H > c.S > 6H WS > 214S WB
This combo is one of Ky's most high damaging corner sequences, but may require conditioning the opponent to mash by resetting pressure with a blocked c.S.
On heavyweights such as Potemkin you must swap out the c.S for a 2K for the combo to connect.
Even if your conditioning fails, you can still rely on 214S to end pressure safely after 6H.
Optimized Heavy Normal Counterhit Midscreen Starter
Optimized Heavy Normal Counterhit Midscreen StarterUtilize stagger pressure to catch the opponents mashing attempts, but in the midscreen!
Easy
2H (2) CH/2D CH > 214K > 5H > 214K > 5K > 6H WS > 214S WB
This combo is one of Ky's most high damaging midscreen sequences, but may require conditioning the opponent to mash by resetting pressure with a blocked c.S.
If you are not close to the corner after the second 214K, you can dash up and use 236H for oki.
Even if your conditioning fails, you can still rely on 214S to end pressure safely after 2H.
This combo also works with 2D as the starter.
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).
5P/2P/5K/2K Starters
Combo
Position
Damage
Tension Gain
Works on:
Difficulty
Notes
Video
2P > (2P > 2P) > 6P > 214S
Anywhere
69
16%
Everyone
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.
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.
High damage corner 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.
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.
Universal route for all medium and lightweights. Does not work on heavyweights. Combo also works on counter hit if the jump cancel is a 7jc instead of 8 or 9.
j.D Launch route from c.S leading to a wallbreak from corner to corner using meter. 6K 236K is used since it's autotimed and allows you to run them to the corner with the RRC pop-up without running under them.
Adjusted j.D Launch route from c.S on heavyweights leading to a wallbreak from corner to corner using meter. No manual timing required either except to not run for too long.
High damage meterless corner combo from c.S. The 214S can be replaced with another 623H for 4 more damage, but this can whiff on certain large characters like Potemkin unless the second c.S is not dashed.
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.
CH c.S > 5[D], 2S > 5H > 214K, 6H > 214S WS 623H
Near Corner
234
+40%
Everyone
Hard
Counter Hit c.S punish meterless combo that uses [5D] as launcher on CH confirm.
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.
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.
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.
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.
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.
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. 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.
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, wallbreaking from a slightly further distance than round start position.
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, 5K6H 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 (if far enough, that is. 6H > 214K will whiff if Ky is too close to the corner) 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.
If you think the opponent may be too far to hit an OTG relaunch, you can also PRC the recovery of the 214S to make the confirm much easier.
Example routes:
c.S > 6H > 214S, 662K > 6H > SS 623H, 5P > 623H
CH 214S, 66H > 623H > c.S > 6H > 623H > 623S
j.D Launch
Ky can launch grounded opponents with j.D, allowing him to follow up with an immediate airdash into another aerial button, such as j.P to float the opponent higher, j.S for damage, or j.K for consistency. After the followup air button, Ky can further juggle the opponent by using c.S if close enough, or 2K > 6H when near the corner to extend the combo.
j.D can also be hit confirmed off of a normal or counter hit c.S, and j.D launch routes boast the greatest meterless wall carry out of all grounded Ky combos.
5[D] Pickup
After any Red Roman Cancel (easiest with 66RRC) and also certain counterhits (such as c.S), Ky can use a fully charged Dust to pop the opponent up in the air, allowing certain combo pickups. The most common route after 5[D] popup is 2S > 5H > 214K > ...
This works anywhere on the screen (except the corner when used off ch c.S instead of RRC) and is consistent against all characters. It will also work if the opponent is launched high airborne in any other combo route.
2H > Foudre Arc
2H (2) universally combos into 214K against all grounded opponents.
If 214K hit your opponent while they were in Shock State, you can usually link 5K or 2K and cancel 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. If near the corner, Ky can opt for 2K > 6H -> special cancel to secure a wallbreak.
Dragon Install Combo Guide
The contents of this page are out of date.
This can be due to patches to the game, or developments in the metagame. You can help by updating it. This section was written for Battle Version 1.05, while the game is currently in Battle Version 2.00.
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 (623H)
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, H Vapor Thrust is significantly buffed that it pops the opponent very high on hit, even on normal ground hit. Links to a 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 623H only, and the route is only reliable when in very limited range (e.g. 5K/2K/c.S > 2D > 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 c.S > 6H > 623H.
Notably DI, 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 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 623H has a less seen use: you can actually use 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.
623H is "the wall breaker" before DI, but in DI it becomes a 3-hit move, resulting lower wall break damage. Use 5[D] when close and with enough time, or 6H as a quicker and longer substitution.
Stun Dipper (236K)
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 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.
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 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 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 (214S)
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 (--).
Dire Eclat is always "the move" to cancel into after 2P/5P*n > 6P, in DI or not. It still holds the ability to start meterless frametrap CH punish combos, with improved damage during DI.
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 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 (236S)
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 5[D] when close, or 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 c.S > 623H, c.S > 5H > 623H, c.S > 236S WS, 5[D] Damage: 273
... > 214S WS WB Damage: 260
... > 6H WS, 5[D] Damage: 272 (so use 6H WS instead if not so confident.)
S Vapor Thrust (623S)
Pre DI: Shock State anti-air reversal starter.
DI: Anti-air reversal starter (mild +).
DI S Vapor Thrust is not as damaging as 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 (236H)
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 (+).