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| | game=GGST | | | game=GGST |
| }} | | }} |
| | ==Read First== |
| | *These combos are 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 ({{clr|1|Very Easy}}, {{clr|2|Easy}}, {{clr|3|Medium}}, {{clr|4|Hard}} and {{clr|5|Very Hard}}) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc). |
| | *All Wallbreak combos that end with {{MMC|input=214S|label={{clr|S|214S}}}} can be ended with {{MMC|input=623H|label={{clr|H|623H}}}} for more damage. If you would like to spend meter for more damage and keep Shock State, use {{MMC|input=236236P|label={{clr|P|236236P}}}}. If you just want to cash out on damage, use {{MMC|input=632146H|label= |
| | {{clr|H|632146H}}}}. |
| | |
| ==Beginner Combos== | | ==Beginner Combos== |
| {{BeginnerComboDef}} | | {{BeginnerComboDef}} |
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| | Video = GGST Ky Close Range Light Starter.mp4 | | | Video = GGST Ky Close Range Light Starter.mp4 |
| | Size = 256x192 | | | Size = 256x192 |
| | Recipe = ({{clr|P|2P}} > ) {{clr|P|2P}} > {{clr|P|6P}} > {{clr|S|214S}} | | | Recipe = ({{clr|P|5P}} or {{clr|P|2P}}) xN > {{clr|P|6P}} > {{clr|S|214S}} |
| | content = A versatile string for Ky to confirm a knockdown from {{clr|P|2P}}, either during low-risk pressure or to regain control of the situation from {{clr|P|2P}} {{keyword|abare}}. Even if this starter does not give the option of {{MMC|input=236H|label={{clr|H|236H}}}} {{keyword|okizeme}}, it is still necessary due to not having access to {{clr|D|2D}} from {{clr|P|P}} normals. This gives similar oki to the [[{{PAGENAME}}#BNB Close Range Ground Combo|BNB Close Range Ground Combo]] posted above. This combo also works as a good block string confirm from close range, due to the {{clr|S|214S}} ender being safe on block from all ranges. | | | content = A versatile string for Ky to confirm a knockdown from {{clr|P|2P}}, either during low-risk pressure or to regain control of the situation from {{clr|P|2P}} {{keyword|abare}}. Even if this starter does not give the option of {{MMC|input=236H|label={{clr|H|236H}}}} {{keyword|okizeme}}, it is still necessary due to not having access to {{clr|D|2D}} from {{clr|P|P}} normals. This gives similar oki to the [[{{PAGENAME}}#BNB Close Range Ground Combo|BNB Close Range Ground Combo]] posted above. This combo also works as a good block string confirm from close range, due to the {{clr|S|214S}} ender being safe on block from all ranges. |
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| On Counter Hit, {{clr|S|f.S}} and {{clr|S|2S}} will directly combo into {{clr|K|236K}} from any range due to the CH slowdown. | | On Counter Hit, {{clr|S|f.S}} and {{clr|S|2S}} will directly combo into {{clr|K|236K}} from any range due to the CH slowdown. |
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| | On block, {{MMC|input=236S|label={{clr|S|236S}}}} can work as a {{keyword|Block string}} ender off of most poke starters due to Ky being out of range for {{clr|S|214S}}. |
| }} | | }} |
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| }} | | }} |
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| | | ===<span style="visibility:hidden;font-size:0">Charged Dust Starter</span>=== |
| <tabber> Almost All Characters = | | <tabber> Almost All Characters = |
| {{TheoryBox | | {{TheoryBox |
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| {{TheoryBox | | {{TheoryBox |
| | Title = Charged Dust Starter For {{CLabel|GGST|May}} | | | Title = Charged Dust Starter For {{CLabel|GGST|May}} |
| | Oneliner = For just {{CLabel|GGST|May}} | | | Oneliner = For just May. |
| | Difficulty = {{clr|P|Easy}} | | | Difficulty = {{clr|P|Easy}} |
| | Anchor = Ky Beginner Combo 6 | | | Anchor = Ky Beginner Combo 6 May |
| | Video = GGST Ky May Charged Dust Starter.mp4 | | | Video = GGST Ky May Charged Dust Starter.mp4 |
| | Size = 256x192 | | | Size = 256x192 |
| | Recipe = {{clr|D|5[D]}} > [7/8/9] > {{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|H|j.H}} > 9jc > {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|H|j.HH}} | | | Recipe = {{clr|D|5[D]}} > [7/8/9] > {{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|H|j.H}} > 9jc > {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|H|j.HH}} |
| | | | content = |
| | content = | |
| Optimal {{clr|D|Dust}} combo that works on {{CLabel|GGST|May}} | | Optimal {{clr|D|Dust}} combo that works on {{CLabel|GGST|May}} |
| }} | | }} |
| </tabber> | | </tabber> |
| | |
| | ==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: |
| | * ... > {{clr|D|2D}} |
| | ** Hard knockdown close to Ky, allowing many okizeme setups. |
| | * ... > {{clr|D|2D}} > {{clr|S|214S}} |
| | ** Corner carry with a knockdown farther from Ky that still allows for good oki. |
| | * {{clr|S|f.S/2S}} > {{clr|K|236K}} |
| | ** Corner carry and damage option, but with weaker oki due to Stun Dipper's short knockdown time. |
| | * ...(airborne opponent) > {{clr|H|5H/2H}} > {{clr|K|214K}} |
| | ** Large amount of corner carry. |
| | * ... > {{clr|H|632146H}} / {{clr|P|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. |
| | |
| | ==={{clr|H|5H}} > Foudre Arc Loops=== |
| | {{clr|H|5H}} launches opponents vertically on air hit, putting them in the perfect position for Foudre Arc ({{clr|K|214K}}) afterwards. This sequence can be looped off a wide variety of starters for a large amount of corner carry as long as {{clr|H|5H}} hits the opponent in the air, including (but not limited to) [[GGST/Movement#Roman Cancels|Red Roman Cancel]]'s launch, anti-air {{clr|P|5P}}/{{clr|H|2H}}, and CH {{clr|H|6H}}. When the corner carry is enough to reach the corner itself, {{clr|K|5K}} {{clr|H|6H}} after the second {{clr|K|214K}} is very likely to wall stick, earning you [[GGST/Gauges#Positive Bonus|Positive Bonus]] from the resulting Wall Break. |
| | |
| | ==={{clr|H|6H}} Wallbounce=== |
| | In the corner, {{clr|H|6H}} will bounce the opponent off the wall on hit. This allows combo extensions with {{clr|K|214K}} (if far enough, that is. {{clr|H|6H}} > {{clr|K|214K}} will whiff if Ky is too close to the corner) and Shock State {{clr|S|623S}}/{{clr|H|H}} for increased damage. |
| | |
| | ==={{clr|S|214S}} OTG Relaunch=== |
| | In the corner, combos that don't push you out too far can be ended in {{clr|S|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. |
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| | Essentially, there's a short time after an opponent is hit by {{clr|S|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|K|2K}}, since it's very fast, reaches a long distance, and gatlings to {{clr|H|6H}} to allow you to wallbounce the opponent. |
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| | If you think the opponent may be too far to hit an OTG relaunch, you can also PRC the recovery of the {{clr|S|214S}} to make the confirm much easier. |
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| | Example routes: <br> |
| | *{{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|214S}}, 66{{clr|K|2K}} > {{clr|H|6H}} > SS {{clr|H|623H}}, {{clr|P|5P}} > {{clr|H|623H}} |
| | *CH {{clr|S|214S}}, {{clr|H|66H}} > {{clr|H|623H}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|623H}} > {{clr|S|623S}} |
| | |
| | === {{clr|D|j.D}} Launch === |
| | Ky can launch grounded opponents with {{clr|D|j.D}}, allowing him to follow up with an immediate airdash into another aerial button, such as {{clr|P|j.P}} to float the opponent higher, {{clr|S|j.S}} for damage, {{clr|H|j.H}} for midscreen BNBs off of {{clr|S|c.S}}, or {{clr|K|j.K}} for consistency. After the followup air button, Ky can further juggle the opponent by using {{clr|S|c.S}} if close enough, or {{clr|K|2K}} > {{clr|H|6H}} when near the corner to extend the combo. |
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| | {{clr|D|j.D}} can also be hit confirmed off of a normal or counter hit {{clr|S|c.S}}, and {{clr|D|j.D}} launch routes boast the greatest meterless wall carry out of all grounded Ky combos. |
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| ==Core Combos== | | ==Core Combos== |
| {{CoreComboDef}} | | {{CoreComboDef}} |
| ===<span style="visibility:hidden;font-size:0">Optimized Close Range Midscreen BNB</span>=== | | # [[{{PAGENAME}}#Ky Core Combo 1|Optimized Close Range Midscreen Burst Punish]] |
| | # [[{{PAGENAME}}#Ky Core Combo 2|Optimized Close Range Corner BNB]] |
| | # [[{{PAGENAME}}#Ky Core Combo 3|Optimized Close Range Metered Midscreen Starter]] |
| | # [[{{PAGENAME}}#Ky Core Combo 4|Optimized Heavy Normal Counterhit Corner Starter]] |
| | # [[{{PAGENAME}}#Ky Core Combo 5|Optimized Heavy Normal Counterhit Midscreen Starter]] |
| | # [[{{PAGENAME}}#Ky Core Combo 6|Optimized 5H Counterhit Midscreen Oki Setup]] |
| | # [[{{PAGENAME}}#Ky Core Combo 7|Basic Metered Any Starter and Position Combo]] ('''Use this combo as a beginner metered combo!''') |
| | ===<span style="visibility:hidden;font-size:0">Optimized Close Range Midscreen Burst Punish</span>=== |
| | <tabber> In Middle Of Screen = |
| {{TheoryBox | | {{TheoryBox |
| | Title = Optimized Close Range Midscreen BNB | | | Title = Optimized Close Range Midscreen Burst Punish |
| | Oneliner = Wallbreak from much farther than normal without any meter! | | | Oneliner = Wallbreak from much farther than normal without any meter! |
| | Difficulty = {{clr|2|Medium}} | | | Difficulty = {{clr|2|Medium}} |
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| | Video = GGST Ky Optimized Close Range Midscreen Standing BNB.mp4 | | | Video = GGST Ky Optimized Close Range Midscreen Standing BNB.mp4 |
| | Size = 256x192 | | | Size = 256x192 |
| | Recipe = {{clr|3|c.S}} > jc > {{clr|D|j.D}} > 66 > {{clr|H|j.H}} > {{clr|K|2K}} > {{clr|H|6H}} > {{clr|K|2K}} > {{clr|H|6H}} > dl.{{clr|H|623H}} WS > {{clr|S|214S}} WB | | | Recipe = {{clr|S|c.S}} > jc > {{clr|D|j.D}} > adc > {{clr|H|j.H}} > {{clr|K|2K}} > {{clr|H|6H}} > {{clr|K|2K}} > {{clr|H|6H}} > dl.{{clr|H|623H}} WS > {{clr|S|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. | | | 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. |
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| This combo is Ky's easiest midscreen wallbreak without meter, but 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 {{clr|S|c.S}}. | | This combo is Ky's best 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}}. |
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| 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. |
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| | The first {{clr|K|2K}} can be replaced with a {{clr|S|c.S}} on medium and lightweight characters for extra damage. |
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| | When not in the midscreen, there is a variation of this combo that goes for okizeme instead of damage listed in the tab above. |
| | }} |
| | |-| |
| | At Fullscreen= |
| | {{TheoryBox |
| | | Title = Optimized Close Range Fullscreen Burst Punish |
| | | Oneliner = Does not work on heavyweights. |
| | | Difficulty = {{clr|K|Medium}} |
| | | Anchor = Ky Core Combo 1 Fullscreen |
| | | Video = GGST Ky Optimized Close Range Fullscreen Burst Punish.mp4 |
| | | Size = 256x192 |
| | | Recipe = {{clr|S|c.S}} > jc > {{clr|D|j.D}} > adc > {{clr|H|j.H}} > {{clr|S|c.S}} > dc kara {{clr|K|214K}} (66{{clr|K|214K}}) > {{clr|H|5H}} > {{clr|K|214K}} > 66{{clr|H|236H}} |
| | | content = This combo is a safer bet for if you would not like to have to judge the screen position for optimal damage as this combo works at the same range as the one in the tab above. This combo also uses a kara dash cancel, which is performed by doing the dash(usually with the dash button), the moves input and then the button needed to perform it. This window is tight at first but becomes easier with practice. |
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| | On heavyweights, instead of doing the second {{clr|S|c.S}}, use {{clr|K|2K}} > {{clr|S|214S}} for okizeme that is weaker, but still lands a knockdown for a meaty. |
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| }} | | }} |
| | </tabber> |
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| ===<span style="visibility:hidden;font-size:0">Optimized Close Range Corner BNB</span>=== | | ===<span style="visibility:hidden;font-size:0">Optimized Close Range Corner BNB</span>=== |
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| | Video = GGST Ky Optimized Close Range Corner BNB.mp4 | | | Video = GGST Ky Optimized Close Range Corner BNB.mp4 |
| | Size = 256x192 | | | Size = 256x192 |
| | Recipe = {{clr|3|c.S}} > {{clr|H|6H}} > {{clr|S|214S}} > {{clr|H|6H}} > {{clr|H|623H}} > {{clr|K|2K}} WS > {{clr|S|214S}} WB | | | Recipe = {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|214S}} > 66{{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|623H}} > {{clr|S|c.S}} WS > {{clr|S|214S}} WB |
| | content = This combo is one of Ky's most damaging, while also being quite short and simple. On heavyweight characters such as {{Character Label|GGST|Potemkin}}, you will have to substitute the {{clr|K|2K}} for a {{clr|P|2P}}. | | | content = This combo is one of Ky's most damaging, while also being quite short and simple. It is mostly used as a blue burst punish in the corner from a jump cancelled {{clr|S|c.S}}. |
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| | On heavyweight characters such as {{Character Label|GGST|Potemkin}}, you will have to substitute the {{clr|S|c.S}} for a {{clr|K|2K}}. In addition to that caveat, if you are not touching a heavyweight characters collision box but are still in {{clr|S|c.S}} range, you will have to delay the first {{clr|S|214S}} after the {{clr|H|6H}} for the opponent to be closer to you in order to land the {{clr|K|2K}} WS. |
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| When not touching the opponents collision box, while still being in {{clr|3|c.S}} range, the {{clr|3|214S}} after the {{clr|H|6H}} will have to be delayed in order for the combo to connect. You will also have to substitute {{clr|K|2K}} for a {{clr|P|2P}} in this situation.
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| On the second {{clr|H|6H}} in the combo, instead of continuing, you can special cancel into {{clr|H|236H}} for an okizeme reset. | | On the second {{clr|H|6H}} in the combo, instead of continuing, you can special cancel into {{clr|H|236H}} for an okizeme reset. |
| }} | | }} |
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| ===<span style="visibility:hidden;font-size:0">Optimized Close Range Metered Midscreen Starter</span>=== | | ===<span style="visibility:hidden;font-size:0">Optimized Close Range Metered Midscreen Starter</span>=== |
| {{TheoryBox | | {{TheoryBox |
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| | Video = GGST Ky Optimized Close Range Metered Midscreen Starter.mp4 | | | Video = GGST Ky Optimized Close Range Metered Midscreen Starter.mp4 |
| | Size = 256x192 | | | Size = 256x192 |
| | Recipe = {{clr|3|c.S}} > {{clr|H|2H}} > {{clr|S|214S}} > 88RRC > 66 > {{clr|H|2H}} > {{clr|H|623H}} > {{clr|S|c.S}} > {{clr|H|6H}} WS > {{clr|S|214S}} WB | | | Recipe = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}} > 88RRC > 66 > {{clr|H|2H}} > {{clr|H|623H}} > {{clr|S|c.S}} > {{clr|H|6H}} WS > {{clr|S|214S}} WB |
| | content = This combo provides a slightly less safe way to catch the opponents jump after a blocked {{clr|3|c.S}} on offense compared to {{clr|S|2S}} > {{clr|H|5H}} but paired with the power of the roman cancel gives it a great reward on hit. | | | content = This combo provides a slightly less safe way to catch the opponents jump after a blocked {{clr|S|c.S}} on offense compared to {{clr|S|2S}} > {{clr|H|5H}} but paired with the power of the roman cancel gives it a great reward on hit. |
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| If the opponent stays patient you are still rewarded with a safe blockstring ender in {{clr|S|214S}}. This means trying to fish for this combo leads of little risk to you. | | If the opponent stays patient you are still rewarded with a safe blockstring ender in {{clr|S|214S}}. This means trying to fish for this combo leads of little risk to you. |
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| As long as the first half of the combo includes a {{clr|S|214S}} in it, it is very likely you can do the RC part of this combo with no issues on multiple different starters. | | As long as the first half of the combo includes a {{clr|S|214S}} in it, it is very likely you can do the RC part of this combo with no issues on multiple different starters. |
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| Doing a delayed {{clr|H|236H}} after the second {{clr|3|c.S}} provides an okizeme reset. | | Doing a delayed {{clr|H|236H}} after the second {{clr|S|c.S}} provides an okizeme reset. |
| }} | | }} |
| ===<span style="visibility:hidden;font-size:0">Optimized Heavy Normal Counterhit Corner Starter</span>=== | | ===<span style="visibility:hidden;font-size:0">Optimized Heavy Normal Counterhit Corner Starter</span>=== |
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| | Oneliner = Utilize stagger pressure to catch the opponents mashing attempts! | | | Oneliner = Utilize stagger pressure to catch the opponents mashing attempts! |
| | Difficulty = {{clr|1|Easy}} | | | Difficulty = {{clr|1|Easy}} |
| | Anchor = Ky Core Combo 5 | | | Anchor = Ky Core Combo 4 |
| | Video = GGST Ky Optimized Heavy Normal Counterhit Corner Starter.mp4 | | | Video = GGST Ky Optimized Heavy Normal Counterhit Corner Starter.mp4 |
| | Size = 256x192 | | | Size = 256x192 |
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| | Oneliner = Utilize stagger pressure to catch the opponents mashing attempts, but in the midscreen! | | | Oneliner = Utilize stagger pressure to catch the opponents mashing attempts, but in the midscreen! |
| | Difficulty = {{clr|1|Easy}} | | | Difficulty = {{clr|1|Easy}} |
| | Anchor = Ky Core Combo 6 | | | Anchor = Ky Core Combo 5 |
| | Video = GGST Ky Optimized Heavy Normal Counterhit Midscreen Starter.mp4 | | | Video = GGST Ky Optimized Heavy Normal Counterhit Midscreen Starter.mp4 |
| | Size = 256x192 | | | Size = 256x192 |
| | Recipe = {{clr|H|2H}} CH (2) > {{clr|K|214K}} > {{clr|H|5H}} > {{clr|K|214K}} > {{clr|K|5K}} > {{clr|H|6H}} WS > {{clr|S|214S}} WB | | | Recipe = {{clr|D|2D}} CH > {{clr|K|214K}} > 66{{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}} > {{clr|K|5K}} > {{clr|H|6H}} WS > {{clr|S|214S}} WB |
| | content = 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 {{clr|S|c.S}}. | | | content = 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 {{clr|S|c.S}}. |
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| If you are not close to the corner after the second {{clr|K|214K}}, you can dash up and use {{clr|H|236H}} for oki. | | If you are not close to the corner after the second {{clr|K|214K}}, you can dash up and use {{clr|H|236H}} for oki. |
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| Even if your conditioning fails, you can still rely on {{clr|S|214S}} to end pressure safely after {{clr|H|2H}}. | | Even if your conditioning fails, you can still rely on {{clr|S|214S}} to end pressure safely after {{clr|D|2D}}. |
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| | }} |
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| | ===<span style="visibility:hidden;font-size:0">Optimized 5H Counterhit Midscreen Oki Setup</span>=== |
| | {{TheoryBox |
| | | Title = Optimized {{clr|H|5H}} Counterhit Midscreen Oki Setup |
| | | Oneliner = Get some good oki from an auto timed frametrap! |
| | | Difficulty = {{clr|1|Easy}} |
| | | Anchor = Ky Core Combo 6 |
| | | Video = GGST Ky Optimized 5H Counterhit Midscreen Combo.mp4 |
| | | Size = 256x192 |
| | | Recipe = {{clr|H|5H}} CH > {{clr|K|214K}} > {{clr|K|2K}} > {{clr|D|2D}} > dl.{{clr|H|236H}} |
| | | content = This combo synergizes well with the {{clr|S|2S}} > {{clr|H|5H}} blockstring, as if you do it with no delay there will still be a gap where the opponent can mash in between {{clr|S|2S}} and {{clr|H|5H}}. After hitting this combo, it leaves Ky in the same situation as the [[GGST/Ky_Kiske/Combos#Ky_Beginner_Combo_2|Close Range Okizeme Ender]] combo. |
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| | If you are in the corner, you can use {{clr|H|6H}} after {{clr|K|2K}} instead of {{clr|D|2D}} for better damage while still getting okizeme. You are able to do {{clr|H|236H}} without a delay in this situation due to the {{clr|H|6H}} wallbounce. |
| | }} |
| | |
| | ===<span style="visibility:hidden;font-size:0">Basic Metered Any Starter and Position Combo</span>=== |
| | {{TheoryBox |
| | | Title = Basic Metered Any Starter and Position Combo |
| | | Oneliner = Works off of any move that Ky has! |
| | | Difficulty = {{clr|1|Easy}} |
| | | Anchor = Ky Core Combo 7 |
| | | Video = GGST Ky Basic Metered Any Starter and Position Combo.mp4 |
| | | Size = 256x192 |
| | | Recipe = Starter > RRC > 66{{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}} |
| | (if in midscreen) 66{{clr|H|236H}} |
| | (if in corner) 66{{clr|K|5K}} > {{clr|H|6H}} WS > {{clr|S|214S}} WB |
| | | content = This combo can be a good one to start out with if you do not know what to use your meter for in confirms. This is the only way to capitalize off of using {{clr|K|236K}} raw in neutral, as it is normally very unsaFe but very fast as a tradeoff. But using Roman Cancel negates all of the downsides of the move, on block you can use a block string and on hit you can confirm into this combo. |
| | |
| | This combo also works great off of {{clr|D|5D}}, as it is normally not comboable at all. |
|
| |
|
| This combo also works with {{clr|D|2D}} as the starter.
| | If in the midscreen, using dash {{clr|H|236H}} will give great okizeme, as {{clr|K|214K}} gives a hard knockdown. |
| }} | | }} |
|
| |
|
| ==Combo List== | | ==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). | | *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.
| |
| <!--Please test or re-test combo damage with asterisks against Ky, as he has a 1.00 defense mod while Sol's is 0.98.-->
| |
| *The difficulty is ranked on a scale of 1 to 5 ({{clr|1|Very Easy}}, {{clr|2|Easy}}, {{clr|3|Medium}}, {{clr|4|Hard}} and {{clr|5|Very Hard}}) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).
| |
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| |
|
| {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| |+{{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|5K}}/{{clr|2|2K}} Starters | | |+{{clr|P|5P}}/{{clr|P|2P}}/{{clr|K|5K}}/{{clr|K|2K}} Starters |
| |- | | |- |
| ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
| | {{GGST-ComboTableHeader}} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|P|2P}} > ({{clr|P|2P}} > {{clr|P|2P}}) > {{clr|P|6P}} > {{clr|S|214S}} |
| | |position = Anywhere |
| | |damage = 69 |
| | |tensionGain = 16% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|1|Very Easy}} |
| | |notes = Simple, easy confirm from {{clr|P|2P}} that grants Shock State. Subtract Ps based on range. Works off of {{clr|P|5P}} too, but {{clr|P|5P}} whiffs on most crouchers. |
| | |video = [https://www.youtube.com/watch?v=j6cj8XlFyGY YT] |
| | |checkedVersion = 1.18 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|K|5K/2K}} > {{clr|D|2D}} > {{clr|S|214S}} |
| | |position = Anywhere |
| | |damage = 66~70 |
| | |tensionGain = 16% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|1|Very Easy}} |
| | |notes = Confirm into Dire Eclat. Grants Shock State and a knockdown. |
| | |video = [https://www.youtube.com/watch?v=Ny1kVqR0wVY YT] |
| | |checkedVersion = 1.18 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|K|5K/2K}} > {{clr|D|2D}} |
| | |position = Anywhere |
| | |damage = 48 |
| | |tensionGain = 10% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|1|Very Easy}} |
| | |notes = Confirm off of {{clr|K|5K}} or {{clr|K|2K}} into {{clr|D|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|D|2D}} at a far enough range. |
| | |video = [https://www.youtube.com/watch?v=VspzU10HPbI YT] |
| | |checkedVersion = 1.18 |
| | }} |
| |- | | |- |
| | | {{clr|1|2P}} > ({{clr|1|2P}} > {{clr|1|2P}}) > {{clr|1|6P}} > {{clr|3|214S}} || Anywhere || 69 || 16% || Everyone || {{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. || [https://www.youtube.com/watch?v=j6cj8XlFyGY YT] | | {{GGST-ComboTableRow |
| |- | | |combo = {{clr|K|5K/2K}} > {{clr|H|6H}} > {{clr|S|214S}}, 66{{clr|K|2K}}/{{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|623H}}, {{clr|P|5P}}/{{clr|S|c.S}} WS {{clr|H|623H}}/{{clr|S|214S}} |
| | | {{clr|2|5K/2K}} > {{clr|5|2D}} > {{clr|3|214S}} || Anywhere || 66~70 || 16% || Everyone || {{clr|1|Very Easy}} || Confirm into Dire Eclat. Grants Shock State and a knockdown. || [https://www.youtube.com/watch?v=Ny1kVqR0wVY YT] | | |position = Corner |
| | |damage = 174 |
| | |tensionGain = 30% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|4|Hard}} |
| | |notes = High damage corner combo for when the opponent is hit crouching. Replace {{clr|P|5P}} with {{clr|S|c.S}} on light and medium weights for more damage. Wall break with {{clr|S|214S}} to trade damage for Shock State. |
| | |video = |
| | |checkedVersion = 1.18 |
| | }} |
| |- | | |- |
| | | {{clr|2|5K/2K}} > {{clr|5|2D}} || Anywhere || 48 || 10% || Everyone || {{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. || [https://www.youtube.com/watch?v=VspzU10HPbI YT] | | {{GGST-ComboTableRow |
| | |combo = {{clr|K|5K/2K}} > {{clr|D|2D}} > {{clr|S|214S}} > RRC, 66{{clr|H|5H}} > {{clr|H|623H}}, {{clr|S|c.S}} > {{clr|H|6H}} WS > {{clr|H|623H}} |
| | |position = Back to Corner |
| | |damage = 168 |
| | |tensionGain = ~-20% |
| | |worksOn = Light and Medium weights |
| | |difficulty = {{clr|3|Medium}} |
| | |notes = 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. |
| | |video = [https://www.youtube.com/watch?v=oNDNPuq0QR8 YT] |
| | |checkedVersion = 1.18 |
| | }} |
| |- | | |- |
| | | {{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}}/{{clr|3|c.S}} WS {{clr|4|623H}}/{{clr|3|214S}} || Corner || 174 || 30% || Everyone || {{clr|4|Hard}} || High damage corner 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. ||
| | {{GGST-ComboTableRow |
| |-
| | |combo = {{clr|K|5K/2K}} > {{clr|D|2D}} > {{clr|S|214S}} > RRC, 66{{clr|H|5H}} > {{clr|H|623H}}, {{clr|K|2K}} > {{clr|P|6P}} WS {{clr|H|623H}} |
| | | {{clr|2|5K/2K}} > {{clr|5|2D}} > {{clr|3|214S}} > RRC, 66{{clr|4|5H}} > {{clr|4|623H}}, {{clr|3|c.S}} > {{clr|4|6H}} WS > {{clr|4|623H}} || Back to Corner || 168 || ~-20% || Light and Medium weights || {{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. || [https://www.youtube.com/watch?v=oNDNPuq0QR8 YT] | | |position = Back to Corner |
| |-
| | |damage = 154 |
| | | {{clr|2|5K/2K}} > {{clr|5|2D}} > {{clr|3|214S}} > RRC, 66{{clr|4|5H}} > {{clr|4|623H}}, {{clr|2|2K}} > {{clr|1|6P}} WS {{clr|4|623H}} || Back to Corner || 154 || ~-20% || Everyone || {{clr|4|Hard}} || Alternate version of the above for heavyweights. Getting the timing for {{clr|2|2K}} after the Vapor Thrust can be tricky. ||
| | |tensionGain = ~-20% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|4|Hard}} |
| | |notes = Alternate version of the above for heavyweights. Getting the timing for {{clr|K|2K}} after the Vapor Thrust can be tricky. |
| | |video = |
| | |checkedVersion = 1.18 |
| | }} |
| |- | | |- |
| |} | | |} |
|
| |
|
| {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| |+{{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}} Starters | | |+{{clr|S|c.S}}/{{clr|S|f.S}}/{{clr|S|2S}} Starters |
| |- | | |- |
| ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
| | {{GGST-ComboTableHeader}} |
| |- | | |- |
| | | {{clr|3|c.S}} > {{clr|3|214S}} || Anywhere || 77 || +12% || Everyone || {{clr|1|Very Easy}} || Applies Shock State. Sets up safejumps with IAD {{clr|4|j.H}} or 66{{clr|2|214K}}. || [https://www.youtube.com/watch?v=0KwuJ6-wnlM YT] | | {{GGST-ComboTableRow |
| | |combo = {{clr|S|c.S}} > {{clr|S|214S}} |
| | |position = Anywhere |
| | |damage = 77 |
| | |tensionGain = +12% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|1|Very Easy}} |
| | |notes = Applies Shock State. Sets up safejumps with IAD {{clr|H|j.H}} or 66{{clr|K|214K}}. |
| | |video = [https://www.youtube.com/watch?v=0KwuJ6-wnlM YT] |
| | |checkedVersion = 1.18 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|K|236K}} |
| | |position = Anywhere |
| | |damage = 112 |
| | |tensionGain = +17% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|2|Easy}} |
| | |notes = Spacing dependent. Delay the cancel from {{clr|H|5H}} to {{clr|K|236K}} if close to the opponent. {{clr|H|5H}} can also be replaced with {{clr|S|f.S}} and {{clr|S|2S}}. |
| | |video = [https://www.youtube.com/watch?v=VvUUnj3zgg4 YT] |
| | |checkedVersion = 1.18 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|236S}} > 66PRC, 66{{clr|S|c.S}} > {{clr|H|2H(2)}} > {{clr|S|214S}} |
| | |position = Anywhere |
| | |damage = 167 |
| | |tensionGain = ~-23% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|3|Medium}} |
| | |notes = Leaves your opponent in Shock State. Can opt to use {{clr|D|2D}} for CSE Oki instead of ending with {{clr|H|2H(2)}} > {{clr|S|214S}}. |
| | |video = [https://www.youtube.com/watch?v=zfUXbEW9ng0 YT] |
| | |checkedVersion = 1.18 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|S|c.S}} > jc > {{clr|D|j.D}} > 66 > {{clr|K|j.K}} > {{clr|K|2K}} > {{clr|H|6H}} > {{clr|K|214K}} > {{clr|K|5K}} WS > {{clr|S|214S}} |
| | |position = Round Start |
| | |damage = 196 |
| | |tensionGain = ~27% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|3|Medium}} |
| | |notes = Universal {{clr|D|j.D}} Launch route from {{clr|S|c.S}} at round start distance that leads into a meterless wall break. Whiffs on most crouching opponents. |
| | |video = |
| | |checkedVersion = 1.18 |
| | }} |
| |- | | |- |
| | | {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|236K}} || Anywhere || 112 || +17% || Everyone || {{clr|2|Easy}} || Spacing dependent. Delay the cancel from {{clr|4|5H}} to {{clr|2|236K}} if close to the opponent. {{clr|4|5H}} can also be replaced with {{clr|3|f.S}} and {{clr|3|2S}}. || [https://www.youtube.com/watch?v=VvUUnj3zgg4 YT] | | {{GGST-ComboTableRow |
| | |combo = {{clr|S|c.S}} > jc > {{clr|D|j.D}} > 66 > {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|K|214K}} > {{clr|K|5K}} > {{clr|H|6H}} WS > {{clr|S|214S}} |
| | |position = Round Start |
| | |damage = 220 |
| | |tensionGain = ~32% |
| | |worksOn = Light/Medium |
| | |difficulty = {{clr|3|Medium}} |
| | |notes = 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. |
| | |video = |
| | |checkedVersion = 1.18 |
| | }} |
| |- | | |- |
| | | {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}} > 66PRC, 66{{clr|3|c.S}} > {{clr|4|2H(2)}} > {{clr|3|214S}} || Anywhere || 167 || ~-23% || Everyone || {{clr|3|Medium}} || Leaves your opponent in Shock State. Can opt to use {{clr|5|2D}} for CSE Oki instead of ending with {{clr|4|2H(2)}} > {{clr|3|214S}}. || [https://www.youtube.com/watch?v=zfUXbEW9ng0 YT] | | {{GGST-ComboTableRow |
| | |combo = {{clr|S|c.S}} > jc > {{clr|D|j.D}} > 66 > {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|K|6K}} > {{clr|K|236K}} > 66RRC > Run > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|K|214K}} > {{clr|S|c.S}} WS > {{clr|H|623H}} |
| | |position = Cornered |
| | |damage = 223 |
| | |tensionGain = ~-26% |
| | |worksOn = Light/Medium |
| | |difficulty = {{clr|3|Medium}} |
| | |notes = {{clr|D|j.D}} Launch route from {{clr|S|c.S}} leading to a wallbreak from corner to corner using meter. {{clr|K|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. |
| | |video = [https://youtu.be/wmmsRxa1J2I YT] |
| | |checkedVersion = 1.18 |
| | }} |
| |- | | |- |
| | | {{clr|3|c.S}} > jc > {{clr|5|j.D}} > 66 > {{clr|K|j.K}} > {{clr|K|2K}} > {{clr|H|6H}} > {{clr|K|214K}} > {{clr|K|5K}} WS > {{clr|3|214S}} || Round Start || 196 || ~27% || Everyone || {{clr|3|Medium}} || Universal {{clr|D|j.D}} Launch route from {{clr|3|c.S}} at round start distance that leads into a meterless wall break. Whiffs on most crouching opponents. || | | {{GGST-ComboTableRow |
| | |combo = {{clr|S|c.S}} > jc > {{clr|D|j.D}} > 66 > {{clr|K|j.K}} > {{clr|K|2K}} > {{clr|H|6H}} > {{clr|K|236K}} > 66RRC > Run > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|K|214K}} > {{clr|K|5K}} > {{clr|H|6H}} WS > {{clr|H|623H}} |
| | |position = Cornered |
| | |damage = 200 (PO) |
| | |tensionGain = ~-27% |
| | |worksOn = Heavy |
| | |difficulty = {{clr|3|Medium}} |
| | |notes = Adjusted {{clr|D|j.D}} Launch route from {{clr|S|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. |
| | |video = [https://youtu.be/wmmsRxa1J2I?t=10 YT] |
| | |checkedVersion = 1.18 |
| | }} |
| |- | | |- |
| | | {{clr|3|c.S}} > jc > {{clr|5|j.D}} > 66 > {{clr|G|j.H}} > {{clr|3|c.S}} > {{clr|H|5H}} > {{clr|K|214K}} > {{clr|K|5K}} > {{clr|H|6H}} WS > {{clr|3|214S}} || Round Start || 220 || ~32% || Light/Medium || {{clr|3|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. | | {{GGST-ComboTableRow |
| | |combo = {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|K|214K}} > 66{{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|214S}} WS {{clr|H|623H}} |
| | |position = Corner |
| | |damage = 219 |
| | |tensionGain = +35% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|3|Medium}} |
| | |notes = High damage meterless corner combo from {{clr|S|c.S}}. The {{clr|S|214S}} can be replaced with another {{clr|H|623H}} for 4 more damage, but this can whiff on certain large characters like Potemkin unless the second {{clr|S|c.S}} is not dashed. |
| | |video = [https://www.youtube.com/watch?v=CWzyYd8eDq4 YT] |
| | |checkedVersion = 1.18 |
| | }} |
| |- | | |- |
| | | {{clr|3|c.S}} > jc > {{clr|5|j.D}} > 66 > {{clr|H|j.H}} > {{clr|3|c.S}} > {{clr|2|6K}} > {{clr|K|236K}} > 66RRC > Run > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|3|c.S}} WS > {{clr|4|623H}} || Cornered || 223 || ~-26% || Light/Medium || {{clr|3|Medium}} || {{clr|D|j.D}} Launch route from {{clr|3|c.S}} leading to a wallbreak from corner to corner using meter. {{clr|2|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. || [https://youtu.be/wmmsRxa1J2I YT] | | {{GGST-ComboTableRow |
| | |combo = {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|214S}}, 66{{clr|K|2K}} > {{clr|H|6H}} > {{clr|H|623H}}, {{clr|P|5P}}/{{clr|S|c.S}} WS {{clr|H|623H}}/{{clr|S|214S}} |
| | |position = Corner |
| | |damage = 238 |
| | |tensionGain = +34% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|4|Hard}} |
| | |notes = High damage meterless corner combo from {{clr|S|c.S}}. Replace {{clr|P|5P}} with {{clr|S|c.S}} on Medium/Light characters for more damage. Wall break with {{clr|S|214S}} to trade damage for Shock State. |
| | |video = |
| | |checkedVersion = 1.18 |
| | }} |
| |- | | |- |
| | | {{clr|3|c.S}} > jc > {{clr|5|j.D}} > 66 > {{clr|K|j.K}} > {{clr|2|2K}} > {{clr|4|6H}} > {{clr|K|236K}} > 66RRC > Run > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|2|5K}} > {{clr|4|6H}} WS > {{clr|4|623H}} || Cornered || 200 (PO) || ~-27% || Heavy || {{clr|3|Medium}} || Adjusted {{clr|D|j.D}} Launch route from {{clr|3|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. || [https://youtu.be/wmmsRxa1J2I?t=10 YT] | | {{GGST-ComboTableRow |
| | |combo = CH {{clr|S|c.S}} > {{clr|D|5[D]}}, {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}}, {{clr|H|6H}} > {{clr|S|214S}} WS {{clr|H|623H}} |
| | |position = Near Corner |
| | |damage = 234 |
| | |tensionGain = +40% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|4|Hard}} |
| | |notes = Counter Hit {{clr|S|c.S}} punish meterless combo that uses {{clr|D|[5D]}} as launcher on CH confirm. |
| | |video = [https://www.youtube.com/watch?v=z7chKW6L9Eg YT] |
| | |checkedVersion = 1.18 |
| | }} |
| |- | | |- |
| | | {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|2|214K}} > 66{{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|214S}} WS {{clr|4|623H}} || Corner || 219 || +35% || Everyone || {{clr|3|Medium}} || High damage meterless corner combo from {{clr|3|c.S}}. The {{clr|3|214S}} can be replaced with another {{clr|4|623H}} for 4 more damage, but this can whiff on certain large characters like Potemkin unless the second {{clr|3|c.S}} is not dashed. || [https://www.youtube.com/watch?v=CWzyYd8eDq4 YT]
| | {{GGST-ComboTableRow |
| |- | | |combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}} > {{clr|H|632146H}} |
| | | {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|214S}}, 66{{clr|2|2K}} > {{clr|4|6H}} > {{clr|4|623H}}, {{clr|1|5P}}/{{clr|3|c.S}} WS {{clr|4|623H}}/{{clr|3|214S}} || Corner || 238 || +34% || Everyone || {{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. ||
| | |position = Near Corner |
| |-
| | |damage = 223 |
| | | CH {{clr|3|c.S}} > {{clr|5|5[D]}}, {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}}, {{clr|4|6H}} > {{clr|3|214S}} WS {{clr|4|623H}} || Near Corner || 234 || +40% || Everyone || {{clr|4|Hard}} || Counter Hit {{clr|3|c.S}} punish meterless combo that uses {{clr|5|[5D]}} as launcher on CH confirm. || [https://www.youtube.com/watch?v=z7chKW6L9Eg YT]
| | |tensionGain = ~-35% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|3|Medium}} |
| | |notes = Less burst points, high damage RTL combo. Also works from raw {{clr|H|2H}}. |
| | |video = |
| | |checkedVersion = 1.18 |
| | }} |
| |- | | |- |
| | | {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|214S}} > {{clr|4|632146H}} || Near Corner || 223 || ~-35% || Everyone || {{clr|3|Medium}} || Less burst points, high damage RTL combo. Also works from raw {{clr|H|2H}}. ||
| | {{GGST-ComboTableRow |
| |-
| | |combo = CH {{clr|S|c.S}} > {{clr|D|[5D]}}, {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}} |
| | | CH {{clr|3|c.S}} > {{clr|5|[5D]}}, {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}} || Anywhere || 166 || ~25% || Everyone || {{clr|3|Medium}} || You can actually confirm the {{clr|5|5[D]}} very late. Can OTG after Foudre Arc with Foudre Arc if you really want, or do a dashing {{clr|4|236H}} for oki. || [https://www.youtube.com/watch?v=DaE34WKG9vU YT]
| | |position = Anywhere |
| | |damage = 166 |
| | |tensionGain = ~25% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|3|Medium}} |
| | |notes = You can actually confirm the {{clr|D|5[D]}} very late. Can OTG after Foudre Arc with Foudre Arc if you really want, or do a dashing {{clr|H|236H}} for oki. |
| | |video = [https://www.youtube.com/watch?v=DaE34WKG9vU YT] |
| | |checkedVersion = 1.18 |
| | }} |
| |- | | |- |
| | | {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|214S}} > 66RRC > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|4|623H}} , {{clr|3|c.S}} > {{clr|3|214S}} > WS {{clr|4|623H}} || Midscreen || 224 || ~-25% || Medium and lightweights || {{clr|3|Medium}} || Good damage, carries to corner for wallbreak from midscreen. || [https://www.youtube.com/watch?v=sEwa2MxHDQo YT] | | {{GGST-ComboTableRow |
| | |combo = {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|214S}} > 66RRC > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|623H}} , {{clr|S|c.S}} > {{clr|S|214S}} > WS {{clr|H|623H}} |
| | |position = Midscreen |
| | |damage = 224 |
| | |tensionGain = ~-25% |
| | |worksOn = Medium and lightweights |
| | |difficulty = {{clr|3|Medium}} |
| | |notes = Good damage, carries to corner for wallbreak from midscreen. |
| | |video = [https://www.youtube.com/watch?v=sEwa2MxHDQo YT] |
| | |checkedVersion = 1.18 |
| | }} |
| |- | | |- |
| | | {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|214S}} > 66RRC > dash > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|623H}} , {{clr|2|5K}} > WS {{clr|4|623H}} || Midscreen || 210 (on Pot) || ~-25% || Everyone || {{clr|3|Medium}} || Alternative version of above that works with heavy characters. Dash is needed or else {{clr|4|623H}} will whiff. || [https://www.youtube.com/watch?v=lNytgfbGZwQ YT] | | {{GGST-ComboTableRow |
| | |combo = {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|214S}} > 66RRC > dash > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|623H}} , {{clr|K|5K}} > WS {{clr|H|623H}} |
| | |position = Midscreen |
| | |damage = 210 (on Pot) |
| | |tensionGain = ~-25% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|3|Medium}} |
| | |notes = Alternative version of above that works with heavy characters. Dash is needed or else {{clr|H|623H}} will whiff. |
| | |video = [https://www.youtube.com/watch?v=lNytgfbGZwQ YT] |
| | |checkedVersion = 1.18 |
| | }} |
| |} | | |} |
|
| |
|
| {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| |+{{clr|4|5H}}/{{clr|4|2H}}/{{clr|4|6H}} Combos | | |+{{clr|H|5H}}/{{clr|H|2H}}/{{clr|H|6H}} Combos |
| |- | | |- |
| ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
| | {{GGST-ComboTableHeader}} |
| |- | | |- |
| | | AA {{clr|4|2H(1~2)}} > {{clr|4|623H}} || Anywhere || 92~106 || ~8% || Everyone || {{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. || [https://www.youtube.com/watch?v=4b_njdm6Nvo YT] | | {{GGST-ComboTableRow |
| |- | | |combo = AA {{clr|H|2H(1~2)}} > {{clr|H|623H}} |
| | | AA {{clr|4|2H(1)}} > {{clr|2|214K}} > {{clr|4|5H}} > {{clr|2|214K}} || Midscreen || 128 || ~19% || Everyone || {{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. || [https://www.youtube.com/watch?v=A2VWONyyqmM YT] | | |position = Anywhere |
| |- | | |damage = 92~106 |
| | | AA {{clr|4|2H(1)}} > {{clr|2|214K}} > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|3|c.S}} > {{clr|3|214S}} WS {{clr|4|623H}} || Near Corner || 197 || +~30% || Everyone || {{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}} || [https://www.youtube.com/watch?v=uAiDRXOmQ30 YT] | | |tensionGain = ~8% |
| |- | | |worksOn = Everyone |
| | | CH {{clr|4|2H(2)}} > {{clr|4|236H}} > {{clr|4|6H}} > {{clr|4|623H}} > {{clr|3|c.S}} > {{clr|4|5H}} WS {{clr|4|623H}} || Corner || 265 || +36% || Light/Medium || {{clr|3|Medium}} || Grounded corner {{clr|H|2H}} Counter Hit punish. Useful after baiting a throw break attempt with backdash. Needs adjustment to work against heavyweight. || [https://www.youtube.com/watch?v=zfLXrqp56Cs YT] | | |difficulty = {{clr|1|Very Easy}} |
| | |notes = 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. |
| | |video = [https://www.youtube.com/watch?v=4b_njdm6Nvo YT] |
| | |checkedVersion = 1.18 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = AA {{clr|H|2H(1)}} > {{clr|K|214K}} > {{clr|H|5H}} > {{clr|K|214K}} |
| | |position = Midscreen |
| | |damage = 128 |
| | |tensionGain = ~19% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|2|Easy}} |
| | |notes = Anti-air confirm on falling opponent. Sends the opponent to the corner. At max height {{clr|H|2H}} hit, the {{clr|K|214K}} will send the opponent flying in the opposite direction and drop the combo. |
| | |video = [https://www.youtube.com/watch?v=A2VWONyyqmM YT] |
| | |checkedVersion = 1.18 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = AA {{clr|H|2H(1)}} > {{clr|K|214K}} > {{clr|H|5H}} > {{clr|K|214K}} > {{clr|S|c.S}} > {{clr|S|214S}} WS {{clr|H|623H}} |
| | |position = Near Corner |
| | |damage = 197 |
| | |tensionGain = +~30% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|2|Easy}} |
| | |notes = Similar to above combo adjusted for being close enough to wall stick with {{clr|S|214S}} and then break with {{clr|H|623H}} |
| | |video = [https://www.youtube.com/watch?v=uAiDRXOmQ30 YT] |
| | |checkedVersion = 1.18 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = CH {{clr|H|2H(2)}} > {{clr|H|236H}} > {{clr|H|6H}} > {{clr|H|623H}} > {{clr|S|c.S}} > {{clr|H|5H}} WS {{clr|H|623H}} |
| | |position = Corner |
| | |damage = 265 |
| | |tensionGain = +36% |
| | |worksOn = Light/Medium |
| | |difficulty = {{clr|3|Medium}} |
| | |notes = Grounded corner {{clr|H|2H}} Counter Hit punish. Useful after baiting a throw break attempt with backdash. Needs adjustment to work against heavyweight. |
| | |video = [https://www.youtube.com/watch?v=zfLXrqp56Cs YT] |
| | |checkedVersion = 1.18 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = CH AA {{clr|H|2H(1)}} > {{clr|H|236H}} > {{clr|H|6H}} > {{clr|H|623H}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|K|214K}} WS {{clr|H|623H}} |
| | |position = Corner |
| | |damage = 258 |
| | |tensionGain = +38% |
| | |worksOn = Light/Medium |
| | |difficulty = {{clr|3|Medium}} |
| | |notes = Anti Air {{clr|H|2H}} Counter Hit meterless punish in corner. |
| | |video = [https://www.youtube.com/watch?v=lQV1rVBSEzg YT] |
| | |checkedVersion = 1.18 |
| | }} |
| |- | | |- |
| | | CH AA {{clr|4|2H(1)}} > {{clr|4|236H}} > {{clr|4|6H}} > {{clr|4|623H}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|214K}} WS {{clr|4|623H}} || Corner || 258 || +38% || Light/Medium || {{clr|3|Medium}} || Anti Air {{clr|4|2H}} Counter Hit meterless punish in corner. || [https://www.youtube.com/watch?v=lQV1rVBSEzg YT] | | {{GGST-ComboTableRow |
| | |combo = CH AA {{clr|H|2H(1)}} > {{clr|H|236H}} > {{clr|H|5H}} > {{clr|K|214K}} > 66{{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|214S}} WS {{clr|H|623H}} |
| | |position = Corner |
| | |damage = 241 |
| | |tensionGain = +41% |
| | |worksOn = Faust & Heavyweight |
| | |difficulty = {{clr|3|Medium}} |
| | |notes = Above combo adjusted for heavies and faust. |
| | |video = |
| | |checkedVersion = 1.18 |
| | }} |
| |- | | |- |
| | | CH AA {{clr|4|2H(1)}} > {{clr|4|236H}} > {{clr|4|5H}} > {{clr|2|214K}} > 66{{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|214S}} WS {{clr|4|623H}} || Corner || 241 || +41% || Faust & Heavyweight || {{clr|3|Medium}} || Above combo adjusted for heavies and faust. || | | {{GGST-ComboTableRow |
| | |combo = {{clr|H|2H(2)}} > {{clr|S|214S}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|623H}} > {{clr|S|c.S}} WS {{clr|H|623H}} |
| | |position = Corner |
| | |damage = 242 |
| | |tensionGain = +30% |
| | |worksOn = Medium |
| | |difficulty = {{clr|4|Hard}} |
| | |notes = {{clr|H|6H}} cancel into {{clr|H|623H}} is pretty tight. {{clr|S|c.S}} can fail to wall stick if hit too late, so {{clr|S|c.S}} can be replaced by {{clr|S|623S}} for a slightly more consistent combo that deals 1 less damage. |
| | |video = [https://www.youtube.com/watch?v=OYP0KFmYdkg YT] |
| | |checkedVersion = 1.18 |
| | }} |
| |- | | |- |
| | |{{clr|4|2H(2)}} > {{clr|3|214S}} > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|4|623H}} > {{clr|3|c.S}} WS {{clr|4|623H}} || Corner || 242 || +30% || Medium || {{clr|4|Hard}} || {{clr|H|6H}} cancel into {{clr|H|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. || [https://www.youtube.com/watch?v=OYP0KFmYdkg YT]
| | {{GGST-ComboTableRow |
| |-
| | |combo = CH {{clr|H|6H}} > dl.{{clr|K|214K}} > 66{{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}} |
| | | CH {{clr|4|6H}} > dl.{{clr|2|214K}} > 66{{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}} || Anywhere || 153 || ~30% || Everyone || {{clr|3|Medium}} || BnB meterless {{clr|4|6H}} counterhit confirm. || [https://www.youtube.com/watch?v=6FzRx1Sd8r4 YT]
| | |position = Anywhere |
| | |damage = 153 |
| | |tensionGain = ~30% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|3|Medium}} |
| | |notes = BnB meterless {{clr|H|6H}} counterhit confirm. |
| | |video = [https://www.youtube.com/watch?v=6FzRx1Sd8r4 YT] |
| | |checkedVersion = 1.18 |
| | }} |
| |- | | |- |
| | | CH {{clr|4|6H}} > {{clr|4|236H}} > 66 {{clr|4|2H}} > {{clr|4|623H}} > {{clr|3|c.S}} > {{clr|4|6H}} WS > {{clr|4|623H}} || Corner || 270 || ~38% || Everyone || {{clr|3|Medium}} || New {{clr|4|6H}} counterhit confirm from the latest patch. Replace {{clr|3|c.S}} > {{clr|4|6H}} with {{clr|4|2H}} > {{clr|3|214S}} on lightweights and omit the dash before {{clr|4|2H}} for heavyweights.|| [https://youtu.be/OlfcB1qYNRs YT] | | {{GGST-ComboTableRow |
| | |combo = CH {{clr|H|6H}} > {{clr|H|236H}} > 66 {{clr|H|2H}} > {{clr|H|623H}} > {{clr|S|c.S}} > {{clr|H|6H}} WS > {{clr|H|623H}} |
| | |position = Corner |
| | |damage = 270 |
| | |tensionGain = ~38% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|3|Medium}} |
| | |notes = New {{clr|H|6H}} counterhit confirm from the latest patch. Replace {{clr|S|c.S}} > {{clr|H|6H}} with {{clr|H|2H}} > {{clr|S|214S}} on lightweights and omit the dash before {{clr|H|2H}} for heavyweights. |
| | |video = [https://youtu.be/OlfcB1qYNRs YT] |
| | |checkedVersion = 1.18 |
| | }} |
| |- | | |- |
| | | 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 || {{clr|4|Hard}} || Works a bit away from the corner, but requires a dash before the {{clr|H|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 YT] | | {{GGST-ComboTableRow |
| | |combo = CH {{clr|H|6H}} > {{clr|H|2H}} > delay {{clr|S|214S}} > {{clr|H|6H}} > {{clr|H|623H}} > {{clr|S|c.S}} > {{clr|H|623H}} |
| | |position = Near corner |
| | |damage = 259 |
| | |tensionGain = ~+35% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|4|Hard}} |
| | |notes = Works a bit away from the corner, but requires a dash before the {{clr|H|2H}} to get to the corner. On Leo, use {{clr|K|2K}} instead of {{clr|S|c.S}} to wallstick. |
| | |video = [https://www.youtube.com/watch?v=hbbmDRHuWZ8 YT] |
| | |checkedVersion = 1.18 |
| | }} |
| |- | | |- |
| |} | | |} |
Line 310: |
Line 713: |
| |+Jump-in Starters | | |+Jump-in Starters |
| |- | | |- |
| ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
| | {{GGST-ComboTableHeader}} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|K|236K}} |
| | |position = Anywhere |
| | |damage = 121 |
| | |tensionGain = 27% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|2|Easy}} |
| | |notes = {{clr|H|j.H}} confirm. Needs a deep {{clr|H|j.H}} or the {{clr|S|c.S}} will not combo. |
| | |video = [https://www.youtube.com/watch?v=u-9tAC5KuI8 YT] |
| | |checkedVersion = 1.18 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|K|236K}} > 66RRC > {{clr|H|2H}} > {{clr|K|214K}} WS {{clr|H|623H}} |
| | |position = Midscreen/Near Corner/Corner |
| | |damage = 191 |
| | |tensionGain = -47% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|2|Easy}} |
| | |notes = RC extension for the above combo that will wall stick via {{clr|K|214K}} from midscreen or closer. |
| | |video = [https://www.youtube.com/watch?v=u-9tAC5KuI8 YT] |
| | |checkedVersion = 1.18 |
| | }} |
| |- | | |- |
| | | {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|236K}} || Anywhere || 121 || 27% || Everyone || {{clr|2|Easy}} || {{clr|4|j.H}} confirm. Needs a deep {{clr|4|j.H}} or the {{clr|3|c.S}} will not combo. || [https://www.youtube.com/watch?v=u-9tAC5KuI8 YT]
| | {{GGST-ComboTableRow |
| |-
| | |combo = {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|K|214K}} > {{clr|H|2H(2)}} > {{clr|S|214S}} > {{clr|H|623H}} |
| | | {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|236K}} > 66RRC > {{clr|4|2H}} > {{clr|2|214K}} WS {{clr|4|623H}} || Midscreen/Near Corner/Corner || 191 || -47% || Everyone || {{clr|2|Easy}} || RC extension for the above combo that will wall stick via {{clr|2|214K}} from midscreen or closer. || [https://www.youtube.com/watch?v=u-9tAC5KuI8 YT] | | |position = Near Corner |
| |-
| | |damage = 197 |
| | | {{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 || {{clr|2|Easy}} || Simple meterless wallbreak combo from {{clr|4|j.H}} when near corner. ||
| | |tensionGain = ~+34% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|2|Easy}} |
| | |notes = Simple meterless wallbreak combo from {{clr|H|j.H}} when near corner. |
| | |video = |
| | |checkedVersion = 1.18 |
| | }} |
| |- | | |- |
| | | {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|236K}}(2) > 66RRC > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|623H}} > WS {{clr|4|623H}} || Midscreen || 200 || ~-30% || Everyone || {{clr|3|Medium}} || Deep {{clr|4|j.H}} needed for {{clr|S|c.S}} to work. Works in corner/near corner. || | | {{GGST-ComboTableRow |
| | |combo = {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|K|236K}}(2) > 66RRC > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|623H}} > WS {{clr|H|623H}} |
| | |position = Midscreen |
| | |damage = 200 |
| | |tensionGain = ~-30% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|3|Medium}} |
| | |notes = Deep {{clr|H|j.H}} needed for {{clr|S|c.S}} to work. Works in corner/near corner. |
| | |video = |
| | |checkedVersion = 1.18 |
| | }} |
| |- | | |- |
| |} | | |} |
|
| |
|
| {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| |+{{clr|5|Dust}} Combos | | |+{{clr|D|Dust}} Combos |
| | |- |
| | {{GGST-ComboTableHeader}} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|D|5[D]}} > [7/8/9] > {{clr|H|j.H}} > {{clr|S|j.SS}} |
| | |position = Anywhere |
| | |damage = 158 |
| | |tensionGain = +26% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|1|Very Easy}} |
| | |notes = Simple beginner charged Dust combo. |
| | |video = [https://www.youtube.com/watch?v=ziwNirZ5bRM YT] |
| | |checkedVersion = 1.18 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|D|5[D]}} > [7/8/9] > {{clr|H|j.H}} > {{clr|S|j.S}} > 9jc > {{clr|H|j.H}} > {{clr|S|j.SS}} |
| | |position = Anywhere |
| | |damage = 189 |
| | |tensionGain = +29% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|2|Easy}} |
| | |notes = Slightly more advanced version of the above. |
| | |video = [https://www.youtube.com/watch?v=PNmIcFZhRg4 YT] |
| | |checkedVersion = 1.18 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|D|5[D]}} > [7/8/9] > {{clr|H|j.H}} > {{clr|S|j.S}} > 9jc > {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|H|j.H}} > 9jc > {{clr|S|j.SS}} |
| | |position = Anywhere |
| | |damage = 211 |
| | |tensionGain = +31% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|3|Medium}} |
| | |notes = BnB Dust combo |
| | |video = [https://www.youtube.com/watch?v=e-nYRFBescU YT] |
| | |checkedVersion = 1.18 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|D|5[D]}} > [7/8/9] > {{clr|H|j.H}} > {{clr|S|j.S}} > 9jc > {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|H|j.H}} > 9jc > {{clr|K|j.K}} > {{clr|S|j.SS}} |
| | |position = When Cornered |
| | |damage = 216 |
| | |tensionGain = 32% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|3|Medium}} |
| | |notes = The extra Homing Jump air time from landing {{clr|D|5[D]}} when cornered allows you to tack on a {{clr|K|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. |
| | |video = [https://www.youtube.com/watch?v=fu_PHYYUNNc YT] |
| | |checkedVersion = 1.18 |
| | }} |
| |- | | |- |
| ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
| | {{GGST-ComboTableRow |
| | |combo = {{clr|D|5[D]}} > [7/8/9] > (Block burst) > 9 > {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|H|j.H}} 9jc > {{clr|H|j.HH}} |
| | |position = Anywhere |
| | |damage = 154 |
| | |tensionGain = 18% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|3|Medium}} |
| | |notes = 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. |
| | |video = [https://www.youtube.com/watch?v=CIDmVOxQ0lI YT] |
| | |checkedVersion = 1.18 |
| | }} |
| |- | | |- |
| | | {{clr|5|5[D]}} > [7/8/9] > {{clr|4|j.H}} > {{clr|3|j.SS}} || Anywhere || 158 || +26% || Everyone || {{clr|1|Very Easy}} || Simple beginner charged Dust combo. || [https://www.youtube.com/watch?v=ziwNirZ5bRM YT]
| | {{GGST-ComboTableRow |
| |-
| | |combo = CH {{clr|D|2D}} > {{clr|K|214K}} > 66{{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}} |
| | | {{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 || {{clr|2|Easy}} || Slightly more advanced version of the above. || [https://www.youtube.com/watch?v=PNmIcFZhRg4 YT]
| | |position = Anywhere |
| |-
| | |damage = 123 |
| | | {{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 || {{clr|3|Medium}} || BnB Dust combo || [https://www.youtube.com/watch?v=e-nYRFBescU YT] | | |tensionGain = 18% |
| |-
| | |worksOn = Everyone |
| | | {{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 || {{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. || [https://www.youtube.com/watch?v=fu_PHYYUNNc YT]
| | |difficulty = [3] {{clr|3|Medium}} |
| |-
| | |notes = CH {{clr|D|2D}} confirm into hard knockdown. |
| | | {{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 || {{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. || [https://www.youtube.com/watch?v=CIDmVOxQ0lI YT]
| | |video = [https://youtu.be/jmc2PxVWkrg YT] |
| |-
| | |checkedVersion = 1.18 |
| | | CH {{clr|5|2D}} > {{clr|2|214K}} > 66{{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. || [https://youtu.be/jmc2PxVWkrg YT]
| | }} |
| |- | | |- |
| |} | | |} |
Line 344: |
Line 847: |
| |+Ground Throw Starter | | |+Ground Throw Starter |
| |- | | |- |
| ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
| | {{GGST-ComboTableHeader}} |
| |- | | |- |
| || 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 || 157 || ~-36% || Everyone || {{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. || [https://www.youtube.com/watch?v=li7pNqGu7ps YT] | | {{GGST-ComboTableRow |
| |- | | |combo = Throw 66RRC > {{clr|S|c.S}} > {{clr|H|2H(2)}} > {{clr|K|214K}} > {{clr|H|5H}} > {{clr|K|214K}} > {{clr|H|623H}} |
| || 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 || {{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. || [https://www.youtube.com/watch?v=zJOgIrq9A48 YT] | | |position = Midscreen/Near corner |
| |- | | |damage = 157 |
| || Throw 44RRC > {{clr|4|236H}} > dash > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|4|623H}} || Corner || 159 || ~ -40% || Everyone || {{clr|4|Hard}} || Hard to burst combo, can dash up and block after fireball to bait the burst again. || [https://www.youtube.com/watch?v=-n5ZghtRR5c YT] | | |tensionGain = ~-36% |
| |- | | |worksOn = Everyone |
| || Throw 44RRC > {{clr|4|236H}} > (66) {{clr|4|6H}} > {{clr|4|623H}} > {{clr|2|5K}} > {{clr|4|623H}} || Corner || 165 || ~-35% || Everyone || {{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. 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. || [https://www.youtube.com/watch?v=7wGDJxC5uMw&t=533s YT] | | |difficulty = {{clr|2|Easy}} |
| | |notes = 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. |
| | |video = [https://www.youtube.com/watch?v=li7pNqGu7ps YT] |
| | |checkedVersion = 1.18 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = Throw 66RRC > {{clr|D|5[D]}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}} > {{clr|K|5K}} > {{clr|H|623H}} |
| | |position = Midscreen/Near corner |
| | |damage = 156 |
| | |tensionGain = ~-34% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|4|Hard}} |
| | |notes = Midscreen throw RC combo. Timing on {{clr|S|2S}} can be tricky as it cannot be buffered from {{clr|D|5[D]}}. If the opponent is not cornered, {{clr|K|5K}} will whiff or fail to wall stick, but the soft knockdown can still allow for an oki setup. {{clr|S|214S}} can be used as the ender for shock state instead of {{clr|H|623H}} for damage. More difficult than the above combo and might whiff at round start distance, but does more damage and gains more tension. |
| | |video = [https://www.youtube.com/watch?v=zJOgIrq9A48 YT] |
| | |checkedVersion = 1.18 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = Throw 44RRC > {{clr|H|236H}} > dash > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}} > {{clr|H|623H}} |
| | |position = Corner |
| | |damage = 159 |
| | |tensionGain = ~ -40% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|4|Hard}} |
| | |notes = Hard to burst combo, can dash up and block after fireball to bait the burst again. |
| | |video = [https://www.youtube.com/watch?v=-n5ZghtRR5c YT] |
| | |checkedVersion = 1.18 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = Throw 44RRC > {{clr|H|236H}} > (66) {{clr|H|6H}} > {{clr|H|623H}} > {{clr|K|5K}} > {{clr|H|623H}} |
| | |position = Corner |
| | |damage = 165 |
| | |tensionGain = ~-35% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|4|Hard}} |
| | |notes = Burst-safe corner throw RC route. Dashing {{clr|H|6H}} is only necessary if the opponent actually bursts. Against lightweights, can wallsplat with {{clr|S|c.S}} instead of {{clr|K|5K}} for more damage. Against heavyweights, wall stick with {{clr|K|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. |
| | |video = [https://www.youtube.com/watch?v=7wGDJxC5uMw&t=533s YT] |
| | |checkedVersion = 1.18 |
| | }} |
| |- | | |- |
| |} | | |} |
Line 359: |
Line 902: |
| |+Special Move Starter | | |+Special Move Starter |
| |- | | |- |
| ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
| | {{GGST-ComboTableHeader}} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = CH {{clr|K|214K}} > {{clr|K|2K}} > {{clr|S|214S}} |
| | |position = Anywhere |
| | |damage = 83 |
| | |tensionGain = ~18% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|1|Very Easy}} |
| | |notes = Ground counterhit Foudre Arc combo. |
| | |video = [https://www.youtube.com/watch?v=0cs8gtr2WOY YT] |
| | |checkedVersion = 1.18 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = AA {{clr|K|214K}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}} |
| | |position = Anywhere |
| | |damage = 106 |
| | |tensionGain = ~18% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|2|Easy}} |
| | |notes = Air hit Foudre Arc combo. Works on counterhit as well |
| | |video = [https://www.youtube.com/watch?v=VgIRCrNpcR4 YT] |
| | |checkedVersion = 1.18 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = CH {{clr|S|214S}} > microdash > {{clr|K|2/5K}} > {{clr|H|6H}} > {{clr|H|623H}} > {{clr|S|c.S}} > {{clr|H|6H}} > WS > {{clr|H|623H}} |
| | |position = Corner |
| | |damage = 238 |
| | |tensionGain = 36% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|3|Medium}} |
| | |notes = corner CH Dire Eclat meterless wallbreak combo. Easier to connect the microdash kick the closer the Eclat hits from. |
| | |video = [https://www.youtube.com/watch?v=yEenRtnip3o YT] |
| | |checkedVersion = 1.18 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = CH {{clr|S|214S}} > {{clr|H|6H}} > {{clr|H|623H}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|623H}} WS > {{clr|H|623H}} |
| | |position = Corner |
| | |damage = 258 |
| | |tensionGain = 37% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|3|Medium}} |
| | |notes = Close range corner dire eclat CH combo. Drops if Eclat is hit from too far away. |
| | |video = [https://www.youtube.com/watch?v=Ch-noeRhsCo YT] |
| | |checkedVersion = 1.18 |
| | }} |
| |- | | |- |
| || CH {{clr|2|214K}} > {{clr|2|2K}} > {{clr|3|214S}} || Anywhere || 83 || ~18% || Everyone || {{clr|1|Very Easy}} || Ground counterhit Foudre Arc combo. || [https://www.youtube.com/watch?v=0cs8gtr2WOY YT]
| | {{GGST-ComboTableRow |
| |-
| | |combo = CH {{clr|S|214S}} > dash > {{clr|H|5H}} > {{clr|K|214K}} > {{clr|H|5H}} > {{clr|K|214K}} |
| || AA {{clr|2|214K}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}} || Anywhere || 106 || ~18% || Everyone || {{clr|2|Easy}} || Air hit Foudre Arc combo. Works on counterhit as well || [https://www.youtube.com/watch?v=VgIRCrNpcR4 YT] | | |position = Anywhere |
| |-
| | |damage = 159 |
| || CH {{clr|3|214S}} > microdash > {{clr|2|2/5K}} > {{clr|4|6H}} > {{clr|4|623H}} > {{clr|3|c.S}} > {{clr|4|6H}} > WS > {{clr|4|623H}} || Corner || 238 || 36% || Everyone || {{clr|3|Medium}} || corner CH Dire Eclat meterless wallbreak combo. Easier to connect the microdash kick the closer the Eclat hits from. || [https://www.youtube.com/watch?v=yEenRtnip3o YT]
| | |tensionGain = ~32% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|5|Very Hard}} |
| | |notes = Very difficult microdash confirm off a counterhit Dire Eclat. Much easier to do when the opponent has the corner behind them of course. |
| | |video = [https://www.youtube.com/watch?v=MXJkXoelGe0 YT] |
| | |checkedVersion = 1.18 |
| | }} |
| |- | | |- |
| || CH {{clr|3|214S}} > {{clr|4|6H}} > {{clr|4|623H}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|623H}} WS > {{clr|4|623H}} || Corner || 258 || 37% || Everyone || {{clr|3|Medium}} || Close range corner dire eclat CH combo. Drops if Eclat is hit from too far away. || [https://www.youtube.com/watch?v=Ch-noeRhsCo YT]
| | {{GGST-ComboTableRow |
| | |combo = CH Shock State {{clr|H|623H}} > dash > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|214K}} |
| | |position = Anywhere |
| | |damage = 150 |
| | |tensionGain = ~20% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|4|Hard}} |
| | |notes = Pretty hard timing to dash after the H DP, have to also time the {{clr|S|c.S}} while Ky is offscreen so it's pretty hard. |
| | |video = [https://www.youtube.com/watch?v=kUVhdiBohBY YT] |
| | |checkedVersion = 1.18 |
| | }} |
| |- | | |- |
| || CH {{clr|3|214S}} > dash > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|4|5H}} > {{clr|2|214K}} || Anywhere || 159 || ~32% || Everyone || {{clr|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. || [https://www.youtube.com/watch?v=MXJkXoelGe0 YT]
| | {{GGST-ComboTableRow |
| |-
| | |combo = {{clr|K|236K(1)}} > RRC > {{clr|D|[5D]}} > microdash > {{clr|S|c.S}} > {{clr|K|6K}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|623H}} > {{clr|H|623H}} |
| || CH Shock State {{clr|4|623H}} > dash > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|214K}} || Anywhere || 150 || ~20% || Everyone || {{clr|4|Hard}} || Pretty hard timing to dash after the H DP, have to also time the {{clr|S|c.S}} while Ky is offscreen so it's pretty hard. || [https://www.youtube.com/watch?v=kUVhdiBohBY YT] | | |position = Corner |
| |-
| | |damage = 183 |
| || {{clr|2|236K(1)}} > RRC > {{clr|5|[5D]}} > microdash > {{clr|3|c.S}} > {{clr|2|6K}} > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|4|623H}} > {{clr|4|623H}} || Corner || 183 || -48% || Everyone || {{clr|3|Medium}} || 50 tension wallbreak combo off of stun dipper in the corner. ||
| | |tensionGain = -48% |
| | |worksOn = Everyone |
| | |difficulty = {{clr|3|Medium}} |
| | |notes = 50 tension wallbreak combo off of stun dipper in the corner. |
| | |video = |
| | |checkedVersion = 1.18 |
| | }} |
| |- | | |- |
| |} | | |} |
|
| |
|
| ==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:
| |
| * ... > {{clr|5|2D}}
| |
| ** Hard knockdown close to Ky, allowing many okizeme setups.
| |
| * ... > {{clr|5|2D}} > {{clr|3|214S}}
| |
| ** Corner carry with a knockdown farther from Ky that still allows for good oki.
| |
| * {{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, wallbreaking from a slightly further distance than round start position.
| |
|
| |
| ==={{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===
| |
| In the corner, {{clr|4|6H}} will bounce the opponent off the wall on hit. This allows combo extensions with {{clr|2|214K}} (if far enough, that is. {{clr|4|6H}} > {{clr|2|214K}} will whiff if Ky is too close to the corner) and Shock State {{clr|3|623S}}/{{clr|4|H}} for increased damage.
| |
|
| |
| ==={{clr|3|214S}} OTG Relaunch===
| |
| 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.
| |
|
| |
| If you think the opponent may be too far to hit an OTG relaunch, you can also PRC the recovery of the {{clr|3|214S}} to make the confirm much easier.
| |
|
| |
| Example routes: <br>
| |
| *{{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}}
| |
| *CH {{clr|3|214S}}, {{clr|4|66H}} > {{clr|4|623H}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|623H}} > {{clr|3|623S}}
| |
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| === {{clr|5|j.D}} Launch ===
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| Ky can launch grounded opponents with {{clr|D|j.D}}, allowing him to follow up with an immediate airdash into another aerial button, such as {{clr|P|j.P}} to float the opponent higher, {{clr|S|j.S}} for damage, or {{clr|K|j.K}} for consistency. After the followup air button, Ky can further juggle the opponent by using {{clr|S|c.S}} if close enough, or {{clr|K|2K}} > {{clr|H|6H}} when near the corner to extend the combo.
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| {{clr|D|j.D}} can also be hit confirmed off of a normal or counter hit {{clr|S|c.S}}, and {{clr|D|j.D}} launch routes boast the greatest meterless wall carry out of all grounded Ky combos.
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| === {{clr|5|5[D]}} Pickup === | | ==Extra Combo Theory== |
| After any Red Roman Cancel (easiest with 66RRC) and also certain counterhits (such as {{clr|3|c.S}}), Ky can use a fully charged {{clr|5|Dust}} to pop the opponent up in the air, allowing certain combo pickups. The most common route after {{clr|5|5[D]}} popup is {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}} > ... | | === {{clr|D|5[D]}} Pickup === |
| | After any Red Roman Cancel (easiest with 66RRC) and also certain counterhits (such as {{clr|S|c.S}}), Ky can use a fully charged {{clr|D|Dust}} to pop the opponent up in the air, allowing certain combo pickups. The most common route after {{clr|D|5[D]}} popup is {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}} > ... |
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| This works anywhere on the screen (except the corner when used off ch {{clr|S|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. | | This works anywhere on the screen (except the corner when used off ch {{clr|S|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. |
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| ==={{clr|4|2H}} > Foudre Arc=== | | ==={{clr|H|2H}} > Foudre Arc=== |
| {{clr|4|2H (2)}} universally combos into {{clr|2|214K}} against all grounded opponents. | | {{clr|H|2H (2)}} universally combos into {{clr|K|214K}} against all grounded opponents. |
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| If {{clr|2|214K}} hit your opponent while they were in Shock State, you can usually link {{clr|2|5K}} or {{clr|2|2K}} and cancel 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. If near the corner, Ky can opt for {{clr|2|2K}} > {{clr|4|6H}} -> special cancel to secure a wallbreak. | | If {{clr|K|214K}} hit your opponent while they were in Shock State, you can usually link {{clr|K|5K}} or {{clr|K|2K}} and cancel into Stun Dipper ({{clr|K|236K}}) to end the combo, depending on the character and spacing. A {{clr|K|5K}} link will not work on some characters at all. {{clr|K|2K}} is more reliable since it reaches further. The {{clr|K|2K}} link works on everyone except for I-No. She requires you to be point blank with your {{clr|H|2H}}, otherwise {{clr|K|2K}} won't reach. On the larger characters like Faust, Potemkin, Leo, and Nagoriyuki, you can instead end the combo with Dire Eclat ({{clr|S|214S}}) instead of {{clr|K|236K}}, since their hurtboxes are bigger than the other characters on whom max range {{clr|K|2K}} > {{clr|S|214S}} will not work on. This will reapply Shock State, making it preferable over Stun Dipper for these characters. If near the corner, Ky can opt for {{clr|K|2K}} > {{clr|H|6H}} -> special cancel to secure a wallbreak. |
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| ==Dragon Install Combo Guide== | | ==Dragon Install Combo Guide== |
| {{MFlag|update|clarifier=This section was written for Battle Version 1.05, while the game is currently in Battle Version 2.00.|sticky=1}}
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| In Dragon Install, Ky's combos are greatly improved in damage and Okizeme, but they execute somewhat differently. Know well about how the DI specials change to create your own efficient DI combos. | | 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. |
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| * DI: Better reversal starter (+), all purpose Combo filler (+++), not a good wall breaker (very mild -), air-to-ground combo converter (+). | | * DI: Better reversal starter (+), all purpose Combo filler (+++), not a good wall breaker (very mild -), air-to-ground combo converter (+). |
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| In DI, {{clr|H|H}} Vapor Thrust is significantly buffed that it pops the opponent very high on hit, even on normal ground hit. Links to a {{clr|3|c.S}} on hit even in midscreen. However, the time to confirm a midscreen hit as a launcher is quite tight, allowing merely 1~2 hits before {{clr|4|623H}} only, and the route is only reliable when in very limited range (e.g. {{clr|2|5K}}/{{clr|2|2K}}/{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|623H}}). Be sure that the opponent is opened up or you will end up with a blocked DP and the round ends. When the opponent is cornered, the confirm window becomes wider with {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|623H}}. | | In DI, {{clr|H|H}} Vapor Thrust is significantly buffed that it pops the opponent very high on hit, even on normal ground hit. Links to a {{clr|S|c.S}} on hit even in midscreen. However, the time to confirm a midscreen hit as a launcher is quite tight, allowing merely 1~2 hits before {{clr|H|623H}} only, and the route is only reliable when in very limited range (e.g. {{clr|K|5K}}/{{clr|K|2K}}/{{clr|S|c.S}} > {{clr|D|2D}} > {{clr|H|623H}}). Be sure that the opponent is opened up or you will end up with a blocked DP and the round ends. When the opponent is cornered, the confirm window becomes wider with {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|623H}}. |
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| Notably DI, {{clr|H|623H}} launches lower and pushes back further as combo time lengthens. To counter this effect, Ky needs to launch the opponent early in the combo, with normals or DI {{clr|H|623H}} to build up the height, then the rest of the combo can go on with decreased push back and enough height in the air. | | Notably DI, {{clr|H|623H}} launches lower and pushes back further as combo time lengthens. To counter this effect, Ky needs to launch the opponent early in the combo, with normals or DI {{clr|H|623H}} to build up the height, then the rest of the combo can go on with decreased push back and enough height in the air. |
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| Other than combo filler, DI {{clr|H|623H}} has a less seen use: you can actually use {{clr|4|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. | | Other than combo filler, DI {{clr|H|623H}} has a less seen use: you can actually use {{clr|H|j.623H}} to confirm air hits into ground combos. This must be done high to gain enough frames to attack before the opponent hits the ground. |
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| {{clr|H|623H}} is "the wall breaker" before DI, but in DI it becomes a 3-hit move, resulting lower wall break damage. Use {{clr|5|5[D]}} when close and with enough time, or {{clr|4|6H}} as a quicker and longer substitution. | | {{clr|H|623H}} is "the wall breaker" before DI, but in DI it becomes a 3-hit move, resulting lower wall break damage. Use {{clr|D|5[D]}} when close and with enough time, or {{clr|H|6H}} as a quicker and longer substitution. |
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| ===Stun Dipper ({{clr|K|236K}})=== | | ===Stun Dipper ({{clr|K|236K}})=== |
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| * DI: High damage hard knock down securer, great ender of midscreen combos (++). | | * DI: High damage hard knock down securer, great ender of midscreen combos (++). |
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| Stun Dipper is another greatly buffed move in DI. It now HKDs opponents allowing Charged Stun Edge Okizeme, making this move far beyond a mid-range soft knock down securer. Easiest way to utilize DI Stun Dipper is to simply cancel from {{clr|5|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. | | Stun Dipper is another greatly buffed move in DI. It now HKDs opponents allowing Charged Stun Edge Okizeme, making this move far beyond a mid-range soft knock down securer. Easiest way to utilize DI Stun Dipper is to simply cancel from {{clr|D|2D}} to add free damage without losing any bit of Okizeme. For short combos in midscreen, Stun Dipper works well against airborne opponents, but usually you need to delay the input for a full hit. Moreover, DI Stun Dipper gets 80% extra damage, making it an optimized ender in case of both damage and Okizeme midscreen. |
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| e.g. {{clr|2|5K}} > {{clr|5|2D}} > {{clr|1|236236P}}, {{clr|4|5H}} > dl {{clr|2|236K}}(, {{clr|4|236H}}) Damage: 171 | | e.g. {{clr|K|5K}} > {{clr|D|2D}} > {{clr|P|236236P}}, {{clr|H|5H}} > dl {{clr|K|236K}}(, {{clr|H|236H}}) Damage: 171 |
| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|1|236236P}}, {{clr|4|5H}} > {{clr|2|214K}}(, dash button{{clr|4|236H}}) Damage: 160 | | {{clr|K|5K}} > {{clr|D|2D}} > {{clr|P|236236P}}, {{clr|H|5H}} > {{clr|K|214K}}(, dash button{{clr|H|236H}}) Damage: 160 |
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| ===Foudre Arc ({{clr|K|214K}})=== | | ===Foudre Arc ({{clr|K|214K}})=== |
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| Another issue of DI Foudre Arc is the increased hits. DI Foudre Arc tends to whiff some hits when used late in combo, due to the opponent is pushed out of its range in previous hits, which can lead to combo drops or failed wall sticks. When used too close to Wall Stick, this move can itself Wall Stick and then Wall Break, resulting a very poor ender: it is not damaging at all and impossible to convert into a super Wall Break. | | Another issue of DI Foudre Arc is the increased hits. DI Foudre Arc tends to whiff some hits when used late in combo, due to the opponent is pushed out of its range in previous hits, which can lead to combo drops or failed wall sticks. When used too close to Wall Stick, this move can itself Wall Stick and then Wall Break, resulting a very poor ender: it is not damaging at all and impossible to convert into a super Wall Break. |
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| ===Dire Eclat ({{clr|3|214S}})=== | | ===Dire Eclat ({{clr|S|214S}})=== |
| * Pre DI: Mid screen close range hard knock down ender, frametrap meterless CH combo starter, high damage Shock State applier in corner combos. | | * Pre DI: Mid screen close range hard knock down ender, frametrap meterless CH combo starter, high damage Shock State applier in corner combos. |
| * DI: Still a nice close range hard knock down ender (~), more damaging frametrap meterless CH combo starter with larger push back (~), no more Shock State during DI, and it is a overall bad move mid combo ({{clr|4|--}}). | | * DI: Still a nice close range hard knock down ender (~), more damaging frametrap meterless CH combo starter with larger push back (~), no more Shock State during DI, and it is a overall bad move mid combo ({{clr|4|--}}). |
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| Dire Eclat is always "the move" to cancel into after {{clr|1|2P}}/{{clr|1|5P}}*n > {{clr|1|6P}}, in DI or not. It still holds the ability to start meterless frametrap CH punish combos, with improved damage during DI. | | Dire Eclat is always "the move" to cancel into after {{clr|P|2P}}/{{clr|P|5P}}*n > {{clr|P|6P}}, in DI or not. It still holds the ability to start meterless frametrap CH punish combos, with improved damage during DI. |
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| e.g. Corner CH {{clr|3|214S}}, {{clr|4|5H}} > {{clr|2|214K}}, 66{{clr|2|5K}} > {{clr|4|6H}} > {{clr|2|236K}} WS {{clr|5|5[D]}} Damage: 234. | | e.g. Corner CH {{clr|S|214S}}, {{clr|H|5H}} > {{clr|K|214K}}, 66{{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|236K}} WS {{clr|D|5[D]}} Damage: 234. |
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| When used mid-combo, the increased hits makes the push back so hard that OTG pick up is extremely hard. If you are in range of DI Dire Eclat, you can almost always do {{clr|H|623H}} instead to reach much higher damage with even easier execution. This move also has the same multi-hit based problem just like DI Foudre Arc, making it a poor Wall Sticker. | | When used mid-combo, the increased hits makes the push back so hard that OTG pick up is extremely hard. If you are in range of DI Dire Eclat, you can almost always do {{clr|H|623H}} instead to reach much higher damage with even easier execution. This move also has the same multi-hit based problem just like DI Foudre Arc, making it a poor Wall Sticker. |
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| * DI: Optimized Wall Sticker, but with some very tight calculation and execution (+). | | * DI: Optimized Wall Sticker, but with some very tight calculation and execution (+). |
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| DI Stun Edge gets 100% damage boost, hits quite hard at 60 damage, and it only deals two hits, which makes it perfect to wall stick even from a distance (actually it does the job better when used from a distance). However, when used point blank in the corner it can Wall Break from itself if a miscalculation happens, or even executing the combo slightly slower can lead to a early Wall Break. On a successful Wall Stick, use {{clr|5|5[D]}} when close, or {{clr|4|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. | | DI Stun Edge gets 100% damage boost, hits quite hard at 60 damage, and it only deals two hits, which makes it perfect to wall stick even from a distance (actually it does the job better when used from a distance). However, when used point blank in the corner it can Wall Break from itself if a miscalculation happens, or even executing the combo slightly slower can lead to a early Wall Break. On a successful Wall Stick, use {{clr|D|5[D]}} when close, or {{clr|H|6H}} as a quicker and longer substitution. Other than that, it remains the same with high damage boost, and works well with Purple Roman Cancel. |
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| e.g. Midscreen {{clr|3|c.S}} > {{clr|4|623H}}, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|4|623H}}, {{clr|3|c.S}} > {{clr|3|236S}} WS, {{clr|5|5[D]}} Damage: 273 | | e.g. Midscreen {{clr|S|c.S}} > {{clr|H|623H}}, {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|623H}}, {{clr|S|c.S}} > {{clr|S|236S}} WS, {{clr|D|5[D]}} Damage: 273 |
| ... > {{clr|3|214S}} WS WB Damage: 260 | | ... > {{clr|S|214S}} WS WB Damage: 260 |
| ... > {{clr|4|6H}} WS, {{clr|5|5[D]}} Damage: 272 (so use {{clr|4|6H}} WS instead if not so confident.) | | ... > {{clr|H|6H}} WS, {{clr|D|5[D]}} Damage: 272 (so use {{clr|H|6H}} WS instead if not so confident.) |
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| ==={{clr|S|S}} Vapor Thrust ({{clr|S|623S}})=== | | ==={{clr|S|S}} Vapor Thrust ({{clr|S|623S}})=== |