- 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).
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. |
YT
|
5K/2K > 2D > 214S |
Anywhere |
66~70 |
16% |
Everyone |
Very Easy |
Confirm into Dire Eclat. Grants Shock State and a knockdown. |
YT
|
5K/2K > 2D |
Anywhere |
48 |
10% |
Everyone |
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. |
YT
|
5K/2K > 6H > 214S, 662K/5K > 6H > 623H, 5P/c.S WS 623H/214S |
Corner |
174 |
30% |
Everyone |
Hard |
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. |
|
5K/2K > 2D > 214S > RRC, 665H > 623H, c.S > 6H WS > 623H |
Back to Corner |
168 |
~-20% |
Light and Medium weights |
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. |
YT
|
5K/2K > 2D > 214S > RRC, 665H > 623H, 2K > 6P WS 623H |
Back to Corner |
154 |
~-20% |
Everyone |
Hard |
Alternate version of the above for heavyweights. Getting the timing for 2K after the Vapor Thrust can be tricky. |
|
c.S/f.S/2S Starters
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes |
Video
|
c.S > 214S |
Anywhere |
77 |
+12% |
Everyone |
Very Easy |
Applies Shock State. Sets up safejumps with IAD j.H or 66214K. |
YT
|
c.S > 5H > 236K |
Anywhere |
112 |
+17% |
Everyone |
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. |
YT
|
c.S > 5H > 236S > 66PRC, 66c.S > 2H(2) > 214S |
Anywhere |
167 |
~-23% |
Everyone |
Medium |
Leaves your opponent in Shock State. Can opt to use 2D for CSE Oki instead of ending with 2H(2) > 214S. |
YT
|
c.S > jc > j.D > 66 > j.K > 2K > 6H > 214K > 5K WS > 214S |
Round Start |
196 |
~27% |
Everyone |
Medium |
Universal j.D Launch route from c.S at round start distance that leads into a meterless wall break. Whiffs on most crouching opponents. |
|
c.S > jc > j.D > 66 > j.H > c.S > 5H > 214K > 5K > 6H WS > 214S |
Round Start |
220 |
~32% |
Light/Medium |
Medium |
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.
|
c.S > jc > j.D > 66 > j.H > c.S > 6K > 236K > 66RRC > Run > c.S > 5H > 214K > c.S WS > 623H |
Cornered |
223 |
~-26% |
Light/Medium |
Medium |
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. |
YT
|
c.S > jc > j.D > 66 > j.K > 2K > 6H > 236K > 66RRC > Run > c.S > 5H > 214K > 5K > 6H WS > 623H |
Cornered |
200 (PO) |
~-27% |
Heavy |
Medium |
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. |
YT
|
c.S > 6H > 214K > 66c.S > 6H > 214S WS 623H |
Corner |
219 |
+35% |
Everyone |
Medium |
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. |
YT
|
c.S > 6H > 214S, 662K > 6H > 623H, 5P/c.S WS 623H/214S |
Corner |
238 |
+34% |
Everyone |
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. |
|
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. |
YT
|
c.S > 2H > 214S > 632146H |
Near Corner |
223 |
~-35% |
Everyone |
Medium |
Less burst points, high damage RTL combo. Also works from raw 2H. |
|
CH c.S > [5D], 2S > 5H > 214K |
Anywhere |
166 |
~25% |
Everyone |
Medium |
You can actually confirm the 5[D] very late. Can OTG after Foudre Arc with Foudre Arc if you really want, or do a dashing 236H for oki. |
YT
|
c.S > 5H > 214S > 66RRC > c.S > 5H > 623H , c.S > 214S > WS 623H |
Midscreen |
224 |
~-25% |
Medium and lightweights |
Medium |
Good damage, carries to corner for wallbreak from midscreen. |
YT
|
c.S > 5H > 214S > 66RRC > dash > c.S > 6H > 623H , 5K > WS 623H |
Midscreen |
210 (on Pot) |
~-25% |
Everyone |
Medium |
Alternative version of above that works with heavy characters. Dash is needed or else 623H will whiff. |
YT
|
5H/2H/6H Combos
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes |
Video
|
AA 2H(1~2) > 623H |
Anywhere |
92~106 |
~8% |
Everyone |
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. |
YT
|
AA 2H(1) > 214K > 5H > 214K |
Midscreen |
128 |
~19% |
Everyone |
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. |
YT
|
AA 2H(1) > 214K > 5H > 214K > c.S > 214S WS 623H |
Near Corner |
197 |
+~30% |
Everyone |
Easy |
Similar to above combo adjusted for being close enough to wall stick with 214S and then break with 623H |
YT
|
CH 2H(2) > 236H > 6H > 623H > c.S > 5H WS 623H |
Corner |
265 |
+36% |
Light/Medium |
Medium |
Grounded corner 2H Counter Hit punish. Useful after baiting a throw break attempt with backdash. Needs adjustment to work against heavyweight. |
YT
|
CH AA 2H(1) > 236H > 6H > 623H > c.S > 5H > 214K WS 623H |
Corner |
258 |
+38% |
Light/Medium |
Medium |
Anti Air 2H Counter Hit meterless punish in corner. |
YT
|
CH AA 2H(1) > 236H > 5H > 214K > 66c.S > 5H > 214S WS 623H |
Corner |
241 |
+41% |
Faust & Heavyweight |
Medium |
Above combo adjusted for heavies and faust. |
|
2H(2) > 214S > 5K > 6H > 623H > c.S WS 623H |
Corner |
242 |
+30% |
Medium |
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. |
YT
|
CH 6H > dl.214K > 662S > 5H > 214K |
Anywhere |
153 |
~30% |
Everyone |
Medium |
BnB meterless 6H counterhit confirm. |
YT
|
CH 6H > 236H > 66 2H > 623H > c.S > 6H WS > 623H |
Corner |
270 |
~38% |
Everyone |
Medium |
New 6H counterhit confirm from the latest patch. Replace c.S > 6H with 2H > 214S on lightweights and omit the dash before 2H for heavyweights. |
YT
|
CH 6H > 2H > delay 214S > 6H > 623H > c.S > 623H |
Near corner |
259 |
~+35% |
Everyone |
Hard |
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. |
YT
|
Jump-in Starters
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes |
Video
|
j.H > c.S > 5H > 236K |
Anywhere |
121 |
27% |
Everyone |
Easy |
j.H confirm. Needs a deep j.H or the c.S will not combo. |
YT
|
j.H > c.S > 5H > 236K > 66RRC > 2H > 214K WS 623H |
Midscreen/Near Corner/Corner |
191 |
-47% |
Everyone |
Easy |
RC extension for the above combo that will wall stick via 214K from midscreen or closer. |
YT
|
j.H > c.S > 6H > 214K > 2H(2) > 214S > 623H |
Near Corner |
197 |
~+34% |
Everyone |
Easy |
Simple meterless wallbreak combo from j.H when near corner. |
|
j.H > c.S > 5H > 236K(2) > 66RRC > c.S > 6H > 623H > WS 623H |
Midscreen |
200 |
~-30% |
Everyone |
Medium |
Deep j.H needed for c.S to work. Works in corner/near corner. |
|
Dust Combos
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes |
Video
|
5[D] > [7/8/9] > j.H > j.SS |
Anywhere |
158 |
+26% |
Everyone |
Very Easy |
Simple beginner charged Dust combo. |
YT
|
5[D] > [7/8/9] > j.H > j.S > 9jc > j.H > j.SS |
Anywhere |
189 |
+29% |
Everyone |
Easy |
Slightly more advanced version of the above. |
YT
|
5[D] > [7/8/9] > j.H > j.S > 9jc > j.H > j.S > j.H > 9jc > j.SS |
Anywhere |
211 |
+31% |
Everyone |
Medium |
BnB Dust combo |
YT
|
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 |
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. |
YT
|
5[D] > [7/8/9] > (Block burst) > 9 > j.H > j.S > j.H 9jc > j.HH |
Anywhere |
154 |
18% |
Everyone |
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. |
YT
|
CH 2D > 214K > 662S > 5H > 214K |
Anywhere |
123 |
18% |
Everyone |
[3] Medium |
CH 2D confirm into hard knockdown. |
YT
|
Ground Throw Starter
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes |
Video
|
Throw 66RRC > c.S > 2H(2) > 214K > 5H > 214K > 623H |
Midscreen/Near corner |
157 |
~-36% |
Everyone |
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. |
YT
|
Throw 66RRC > 5[D] > 2S > 5H > 214K > 5K > 623H |
Midscreen/Near corner |
156 |
~-34% |
Everyone |
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. |
YT
|
Throw 44RRC > 236H > dash > 2S > 5H > 214K > 623H |
Corner |
159 |
~ -40% |
Everyone |
Hard |
Hard to burst combo, can dash up and block after fireball to bait the burst again. |
YT
|
Throw 44RRC > 236H > (66) 6H > 623H > 5K > 623H |
Corner |
165 |
~-35% |
Everyone |
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. 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. |
YT
|
Special Move Starter
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes |
Video
|
CH 214K > 2K > 214S |
Anywhere |
83 |
~18% |
Everyone |
Very Easy |
Ground counterhit Foudre Arc combo. |
YT
|
AA 214K > 2S > 5H > 214K |
Anywhere |
106 |
~18% |
Everyone |
Easy |
Air hit Foudre Arc combo. Works on counterhit as well |
YT
|
CH 214S > microdash > 2/5K > 6H > 623H > c.S > 6H > WS > 623H |
Corner |
238 |
36% |
Everyone |
Medium |
corner CH Dire Eclat meterless wallbreak combo. Easier to connect the microdash kick the closer the Eclat hits from. |
YT
|
CH 214S > 6H > 623H > c.S > 6H > 623H WS > 623H |
Corner |
258 |
37% |
Everyone |
Medium |
Close range corner dire eclat CH combo. Drops if Eclat is hit from too far away. |
YT
|
CH 214S > dash > 5H > 214K > 5H > 214K |
Anywhere |
159 |
~32% |
Everyone |
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. |
YT
|
CH Shock State 623H > dash > c.S > 2H > 214K |
Anywhere |
150 |
~20% |
Everyone |
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. |
YT
|
236K(1) > RRC > [5D] > microdash > c.S > 6K > 5K > 6H > 623H > 623H |
Corner |
183 |
-48% |
Everyone |
Medium |
50 tension wallbreak combo off of stun dipper in the corner. |
|
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.
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.
e.g. 5K > 2D > 236236P, 5H > dl 236K(, 236H) Damage: 171
5K > 2D > 236236P, 5H > 214K(, dash button236H) Damage: 160
Foudre Arc (214K)
- 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.
e.g. Corner CH 214S, 5H > 214K, 665K > 6H > 236K WS 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 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 (+).