GGST/Ky Kiske/Combos: Difference between revisions

From Dustloop Wiki
< GGST‎ | Ky Kiske
(→‎Combo List: <!--Please test or re-test combo damage against Ky, as he has a 1.00 defense mod while Sol's is 0.98.-->)
mNo edit summary
 
(414 intermediate revisions by 46 users not shown)
Line 1: Line 1:
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{GGST/CharacterLinks}}
 
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
</div>
{{Combo Notation
{{Combo Notation
| game=GGST
| game=GGST
}}
}}
==Read First==
*All damage values are tested on {{Character Label|GGST|Ky Kiske|label=Ky}} at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
*This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
*The list is focused on most practical examples, not every single option that exists. 
*The 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, or {{MMC|input=236D|label={{clr|D|236[D]}}}} for hard knockdown. If you would like to spend meter for more damage, keep Shock State, and get hard knockdown after Wallbreak use {{MMC|input=236236P|label={{clr|P|236236P}}}}.
==Beginner Combos==
{{BeginnerComboDef}}
# [[#Ky Beginner Combo 1|BNB Close Range Ground Combo]]
# [[#Ky Beginner Combo 2|Close Range Okizeme Ender]]
# [[#Ky Beginner Combo 3|Close Range Light Starter]]
# [[#Ky Beginner Combo 4|Mid Range Poke Starter]]
# [[#Ky Beginner Combo 5|Anti-Air/Anti-Poke Starter]]
# [[#Ky Beginner Combo 6|Charged Dust Starter]]
===<span style="visibility:hidden;font-size:0">BNB Close Range Ground Combo</span>===
{{TheoryBox
| Title      = {{keyword|BNB}} Close Range Ground Combo
| Oneliner  = The one combo you should never forget.
<br>118 Damage
| Difficulty = Very Easy
| Anchor    = Ky Beginner Combo 1
| Video      = GGST Ky Close Range BNB.mp4
| Size      = 256x192
| Recipe    = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}}
| content    =
This combo is a staple that all Ky players should know, as it applies [[../Strategy#Shock_State|Shock State]] on hit and gives a {{Keyword|Hard Knockdown}}, which can set up for Ky's dangerous {{Keyword|okizeme}} game or give him a {{keyword|meaty}}. This combo can also do some heavy lifting for Ky when performing a {{keyword|block string}} in terms of decision making. This is due to the ender of this combo being safe to counterattacks on block
In addition, the {{clr|H|2H}} part of this combo can be delayed on block to catch opponents trying to press buttons during Ky's {{clr|S|c.S}} pressure. This in turn opens them up to a throw once they stop mashing buttons, which also gives a meaty attack.
In the midscreen, Ky usually just gets a meaty {{MMC|input=c.S|label={{clr|S|c.S}}}} after {{clr|S|214S}}, but in the corner it becomes much easier for Ky to use {{MMC|input=236H|label={{clr|H|236H}}}} after {{clr|S|214S}} to gain lots of frame advantage on block. For more information on Ky's {{Keyword|okizeme}}, check [[../Strategy#Okizeme|his Strategy page here]].
}}
===<span style="visibility:hidden;font-size:0">Close Range Okizeme Ender</span>===
{{TheoryBox
| Title      = Close Range Okizeme Ender
| Oneliner  = When you need a more direct way to start your offense.<br>46-50 Damage (Depending on starter)
| Difficulty = Very Easy
| Anchor    = Ky Beginner Combo 2
| Video      = GGST Ky Close Range Okizeme Starter.mp4
| Size      = 256x192
| Recipe    = Starter > {{clr|D|2D}} > dl. {{clr|H|236H}}
| content    =
A simple yet essential string in any Ky's repertoire, for it grants a {{Keyword|Hard Knockdown}} that starts his okizeme game with {{MMC|input=236H|label={{clr|H|236H}}}} anywhere on the stage.
Ky's starters into {{clr|D|2D}} include: {{clr|K|5K}}, {{clr|K|2K}}, and {{clr|S|c.S}}. {{clr|K|2K}} is often used in neutral situations due to its balance of range and speed to catch the opponent off guard in neutral with a run up into the move. This works very well as {{clr|K|2K}} has a decent amount of range, is fast, and combos into {{clr|D|2D}} at many distances. {{clr|K|5K}} is more often used during {{keyword|okizeme}} with its infamously long active frames and quick recovery. {{clr|S|c.S}} is used to easily catch escapes with a jump. This is done by delay canceling into {{clr|D|2D}} on block. {{clr|S|c.S}} also can be used as a way to go into okizeme from a {{keyword|punish}} that is slightly more damaging.
This combo done with {{Prompt|GGST|K}} buttons also works great as a jump in starter from {{keyword|IAD}} {{clr|H|j.H}} for easy air to ground conversions.
On block, this combo provides many opportunities for catching the opponent off guard during block pressure. For example, using {{clr|K|5K}} with a slight (2f minimum) delay into {{clr|D|2D}} is a 1f (minimum) {{keyword|frame trap}}, which when canceled into {{clr|S|214S}} is a natural 1f double frame trap and safe situation if the opponent is not hit by {{clr|D|2D}}.
{{ComboText|{{clr|K|2K}} > {{clr|D|2D}}}} into a blocked {{clr|S|214S}} can be used after a blocked [[../Strategy#Shock_State|Shock State]] {{MMC|input=214K|label={{clr|K|214K}}}} for a {{Keyword|Frame Trap}}, but it also combos if the opponent is hit by the SS {{clr|K|214K}}.
}}
===<span style="visibility:hidden;font-size:0">Close Range Light Starter</span>===
{{TheoryBox
| Title      = Close Range Light Starter
| Oneliner  = Sometimes it's all you get.<br>64-71 Damage (Depending on amount of {{clr|P|P}}s used.)
| Difficulty = Very Easy
| Anchor    = Ky Beginner Combo 3
| Video      = GGST Ky Close Range Light Starter.mp4
| Size      = 256x192
| 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 [[#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.
Subtract the amount of {{clr|P|P}}s based on range from the opponent, as too many will cause {{clr|P|6P}} to whiff. Generally, if Ky is almost touching their collision box you are able to get two hits before needing to gatling into {{clr|P|6P}}.
}}
===<span style="visibility:hidden;font-size:0">Mid Range Poke Starter</span>===
{{TheoryBox
| Title      = Mid Range Poke Starter
| Oneliner  = The best way to convert from controlling space to starting offense. <br>62-97 Damage (Depending on starter)
| Difficulty = Easy
| Anchor    = Ky Beginner Combo 4
| Video      = GGST Ky Mid Range Poke Starter.mp4
| Size      = 256x192
| Recipe    = Midrange Starter > ({{clr|H|5H}}) > (dl.) {{clr|K|236K}}
| content    = In most cases Ky is not able to convert into {{clr|S|214S}} from far-reaching pokes, so this combo is his next best option to still score a knockdown. However, {{MMC|input=236K|label=Stun Dipper}} only provides a {{Keyword|Soft Knockdown}}, so Ky does not have time for {{MMC|input=236H|label={{clr|H|236H}}}} and only gets a meaty {{clr|K|5K}} afterwards.
Notable midrange starters include: {{clr|S|2S}} and {{clr|S|f.S}}. {{clr|S|f.S}} goes farther but could get changed to a {{clr|S|c.S}} input if done too close, while {{clr|S|2S}} goes a little shorter but always will be the same move, regardless of proximity.
A max range {{clr|S|f.S}} or {{clr|S|2S}} will only be able to convert into {{clr|K|236K}}. If the combo is started right next to the opponent, you will have to delay the {{clr|K|236K}} after the {{clr|H|5H}} in order for the {{clr|K|236K}} to connect both hits. This combo's beginning also can be used as a great {{tt|block string.| Parts of this combo can catch opponents jumping out of block stun during block strings by using a delayed gatling to {{clr|S|2S}} from {{clr|S|c.S}} on block. This can then lead to a {{clr|H|5H}} > {{clr|K|236K}} on hit (most of the time) or {{clr|H|5H}} > {{clr|S|236S}} on block.}}
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 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}}.
}}
===<span style="visibility:hidden;font-size:0">Anti-Air/Anti-Poke Starter</span>===
{{TheoryBox
| Title      = Anti-Air/Anti-Poke Starter
| Oneliner  = Stopping approaches from any angle.<br>68 Damage
| Difficulty = Very Easy
| Anchor    = Ky Beginner Combo 5
| Video      = GGST Ky Anti-Air-Anti-Poke Combo.mp4
| Size      = 256x192
| Recipe    = {{clr|P|6P}} > {{clr|S|214S}}/{{clr|K|214K}}
| content    =
The upper body invincibility also naturally makes {{clr|P|6P}} a reliable anti-air, stopping opponents both jumping and Instant Air Dashing in while turning their approach into a {{MMC|input=214S|label=Dire Eclat}} okizeme situation for Ky.
On Counter Hit, {{MMC|input=214K|label={{clr|K|214K}}}} also gives a hard knockdown but one that is closer to Ky than {{MMC|input=214S|label={{clr|S|214S}}}}'s, allowing for more {{keyword|okizeme}} options like dash {{MMC|input=236H|label={{clr|H|236H}}}}.
}}
===<span style="visibility:hidden;font-size:0">Charged Dust Starter</span>===
<tabber> Almost All Characters =
{{TheoryBox
| Title      = Charged Dust Starter
| Oneliner  = For big punishes, or just catching people sleeping.<br>214 Damage
| Difficulty = Easy
| Anchor    = Ky Beginner Combo 6
| Video      = GGST Ky Charged Dust Starter.mp4
| Size      = 256x192
| Recipe    = {{clr|D|5[D]}} > [7/8/9] > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|H|j.H}} > 9jc > {{clr|H|j.HH}}
| content    =
A big damage [[GGST/Mechanics#Homing Jump|Homing Jump]] combo from a Charged Dust starter. Charged Dust is slow at 28f startup and reactable as a mix-up, but neither of those factor into its usage as a reliable {{keyword|reversal}} punish. The Finish Blow smash knockdown ender gives him enough time to run forward for a meaty.
You will need a different version of this combo for it to work on {{CLabel|GGST|May}}.
}}
|-|
May Version=
{{TheoryBox
| Title      = Charged Dust Starter For {{CLabel|GGST|May}}
| Oneliner  = For just May.<br>230 Damage
| Difficulty = Easy
| Anchor    = Ky Beginner Combo 6 May
| Video      = GGST Ky May Charged Dust Starter.mp4
| 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}}
| content    =
Optimal {{clr|D|Dust}} combo that works on {{CLabel|GGST|May}}.
}}
</tabber>
==Combo Theory==
<tabber>
Get The Knockdown=
{{TheoryBox
| Title      = Get The Knockdown/Push To The Corner
| Oneliner  =
| Difficulty =
| Anchor    =
| Video      =
| Size      = 256x192
| Recipe    =
| content    =
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. Can give the opponent a soft knockdown if too many normals are used beforehand, such as {{clr|H|j.H}} > {{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}}.
* {{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.
}}
|-|
214S OTG Relaunch and 6H Wallbounce=
{{TheoryBox
| Title      = {{clr|S|214S}} OTG Relaunch and {{clr|H|6H}} Wallbounce
| Oneliner  =
| Difficulty =
| Anchor    =
| Video      =
| Size      = 256x192
| Recipe    =
| content    = In the corner, {{clr|H|6H}} will bounce the opponent off the wall on hit, which allows combo extensions afterwards with an air hit {{clr|S|214S}}. This gives Ky enough time to run up for an Off-the-Ground hit. This can be used to continue the combo, with moves such as {{clr|K|2K}} and {{clr|K|5K}}.
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.
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.
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}}
}}
|-|
j.D Launch=
{{TheoryBox
| Title      = {{clr|D|j.D}} Launch
| Oneliner  =
| Difficulty =
| Anchor    =
| Video      =
| Size      = 256x192
| Recipe    =
| content    = 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.
{{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.
}}
</tabber>
==Core Combos==
{{CoreComboDef}}
# [[#Ky Core Combo 1|Close Range Corner BNB]]
# [[#Ky Core Combo 2|Close Range Metered Midscreen Starter]]
# [[#Ky Core Counterhit Repository|Counterhit Combo Repository]]
# [[#Ky Core Combo 6|Basic Metered Any Starter and Position Combo]] ('''Use this combo as a beginner metered combo!''')
<tabber> Normal Version=
{{TheoryBox
| Title      = Close Range Corner BNB
| Oneliner  = Utilize the shock state's launching properties!<br>238 Damage
| Difficulty = Easy
| Anchor    = Ky Core Combo 1
| Video      = GGST Ky Optimized Close Range Corner BNB.mp4
| Size      = 256x192
| 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. It can be used as a {{keyword|DP}} punish in the corner, a backdash punish in the corner, (usually done by delaying {{clr|H|6H}} after {{clr|S|c.S}}) or a Blue Burst punish in the corner. In short, this combo is doable off of many punishes in the corner!
There is a microdash in this combo, which is the 66{{clr|K|5K}} that gives Ky a vital consistent pickup. This dash might seem tough at first, but remember to not dash for too long and to set a dash button if a double tap is tough on your hands.
Against large hurtbox characters in {{clr|S|c.S}} range, you might 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.
On the second {{clr|H|6H}} in the combo, instead of continuing, you can special cancel into {{clr|H|236H}} for an okizeme reset.
}}
|-|
Easier Version=
{{TheoryBox
| Title      = Close Range Easier Corner BNB
| Oneliner  = If the microdash is too tough for you.<br>231 Damage
| Difficulty = Very Easy
| Anchor    = Ky Core Combo 1 Easy Version
| Video      = GGST Ky Easier Close Range Corner BNB.mp4
| Size      = 256x192
| Recipe    = {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|214S}} > {{clr|H|5H}} > {{clr|K|214K}} > {{clr|H|6H}} WS > {{clr|S|214S}} WB
| content    = This combo can be used in all the ways the harder version can be used in but requires less adjustments than the harder version of this combo due to it not requiring a microdash to continue the combo after {{clr|S|214S}}. It also does not have to be adjusted for large hurtboxes at all. In exchange, Ky loses a bit of damage. In short, use this combo to start if microdashing is too difficult for you.
}}
</tabber>
===<span style="visibility:hidden;font-size:0">Optimized Close Range Metered Midscreen Starter</span>===
{{TheoryBox
| Title      = Optimized Close Range Metered Midscreen Starter
| Oneliner  = Utilize the shock state's launching properties, this time with meter!<br>252 Damage
| Difficulty = Easy
| Anchor    = Ky Core Combo 2
| Video      = GGST Ky Optimized Close Range Metered Midscreen Starter.mp4
| Size      = 256x192
| Recipe    = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}} > 66RRC > 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 opponent's 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.
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 incurs little risk to you.
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.
Doing a delayed {{clr|H|236H}} after the second {{clr|S|c.S}} provides an okizeme reset.
}}
<tabber> Preface=
{{TheoryBox
| Title      = Counterhit Combo Repository
| Oneliner  = Click the buttons above the box to navigate.
| Difficulty =
| Anchor    = Ky Core Counterhit Repository
| Video      =
| Size      =
| Recipe    =
| content    =
}}
|-|
In Corner 6H=
{{TheoryBox
| Title      = Optimized {{clr|H|6H}} Counterhit Corner Starter
| Oneliner  = Utilize stagger pressure to catch the opponents mashing attempts!<br>246 Damage
| Difficulty = Easy
| Anchor    = Ky Core Combo 3
| Video      = GGST Ky Optimized Heavy Normal Counterhit Corner Starter.mp4
| Size      = 256x192
| Recipe    = {{clr|H|6H}} CH > {{clr|H|236H}} > {{clr|H|6H}} > {{clr|H|623H}} > {{clr|S|c.S}} > {{clr|H|6H}} WS > {{clr|S|214S}} WB
| content    = This combo is one of Ky's most high damaging corner sequences, but may require conditioning the opponent to mash by resetting pressure with a blocked {{clr|S|c.S}} or by using an auto timed frametrap with {{clr|K|2K}} > {{clr|H|6H}}, as after the {{clr|H|6H}} in the corner on block you are still in range for either another {{clr|K|2K}} string or a cancel into {{clr|S|214S}}. But the trait that makes this string particularly useful is that it contains a tight gap that is not challengable by 5 frames or slower buttons. Even if your conditioning fails, you can still rely on {{clr|S|214S}} to end pressure safely after {{clr|H|6H}}.
<!-- I would just remove this but this doc seems to confuse (former) heavyweights with large hurtboxes in some cases, so whether this is still applicable in some way should be verified:
On heavyweights such as {{Character Label|GGST|Potemkin}} you must swap out the {{clr|S|c.S}} for a {{clr|K|2K}} for the combo to connect. -->
}}
|-|
Midscreen 2D=
{{TheoryBox
| Title      = Optimized {{clr|D|2D}} Counterhit Midscreen Starter
| Oneliner  = Utilize stagger pressure to catch the opponents mashing attempts, but in the midscreen!<br>177 Damage
| Difficulty = Medium
| Anchor    = Ky Core Combo 4
| Video      = GGST Ky Optimized Heavy Normal Counterhit Midscreen Starter.mp4
| Size      = 256x192
| 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 gives you a very high reward off of a low risk string in {{clr|K|2K}} > dl.{{clr|D|2D}}. As if this fails, you can still rely on {{clr|S|214S}} to end pressure safely after {{clr|D|2D}}.
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.
}}
|-|
Midscreen 5H=
{{TheoryBox
| Title      = Optimized {{clr|H|5H}} Counterhit Midscreen Oki Setup
| Oneliner  = Get some good oki from an auto timed frametrap!<br>112 Damage
| Difficulty = Easy
| Anchor    = Ky Core Combo 5
| 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 only a slight delay there will 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 [[../Combos#Ky_Beginner_Combo_2|Close Range Okizeme Ender]] combo. The {{clr|S|2S}} > {{clr|H|5H}} string is also useful as it has lots of range and can still connect with the opponent even if they are attempting to push you back with [[GGST/Mechanics#Faultless_Defense|Faultless Defense]].
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.
}}
</tabber>
===<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!<br>??? Damage
| Difficulty = Easy
| Anchor    = Ky Core Combo 6
| 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}}<br>
(if in midscreen) 66{{clr|H|236H}}<br>
(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. Red RC 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. Using Roman Cancel negates all of the downsides of the move; on block you can convert into 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.
If in the midscreen, using dash {{clr|H|236H}} will give great okizeme, as {{clr|K|214K}} gives a hard knockdown.
}}
==Specialized Combos==
{{SpecializedComboDef}}
<tabber>
In The Midscreen=
{{TheoryBox
| Title      = Optimized Close Range Midscreen Burst Punish
| Oneliner  = Wallbreak from much farther than normal without any meter!<br>225-233 Damage (Depends on if {{clr|K|2K}} or {{clr|S|c.S}} is used after {{clr|H|j.H}})
| Difficulty = Medium
| Anchor    = Ky Core Combo 1
| Video      = GGST Ky Optimized Close Range Midscreen Standing BNB.webm
| Size      = 256x192
| 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.
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 {{ComboText|{{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 [[../Combos#Ky_Beginner_Combo_1|first beginner combo]] due to the opponent needing to be standing for the {{clr|S|c.S}} to {{clr|D|j.D}} starter to connect on block and on hit.
This combo is recommended as a blue burst punish after a jump cancelled {{clr|S|c.S}} in this specific position on the screen.
You can also do only one loop of {{ComboText|{{clr|K|2K}} > {{clr|H|6H}}}} with a special canceled {{clr|H|236H}} afterwards for okizeme.
The first {{clr|K|2K}} can be replaced with a {{clr|S|c.S}} on medium and lightweight characters for extra damage.
}}
|-|
At Fullscreen=
{{TheoryBox
| Title      = Optimized Close Range Fullscreen Burst Punish
| Oneliner  = <!-- I would just remove this but this doc seems to confuse (former) heavyweights with large hurtboxes in some cases, so whether this is still applicable in some way should be verified:
Must be altered heavily for heavyweights.<br> -->170-211 Damage
| Difficulty = Medium
| Anchor    = Ky Core Combo 1 Fullscreen
| Video      = GGST Ky Optimized Close Range Fullscreen Burst Punish.mp4
| Size      = 256x192
| Recipe    = Base Combo Piece: {{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}} <br>If at fullscreen: 66{{clr|H|236H}}<br>If a little closer to corner: {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|214S}}
| content    = This combo is Ky's best bet in terms of corner carry from a blue burst punish as it can provide oki or a wallbreak if you are close enough to the wall. On block it does not provide as much value as a block string as the [[../Combos#Ky_Beginner_Combo_1|first beginner combo]] due to the fact that {{MMC|input=j.D|label={{clr|D|j.D}}}} whiffs on crouching opponents from a jump cancelled {{clr|S|c.S}}.
This combo also uses a kara dash cancel, which is performed by doing the dash (usually buffered with the dash button), the move's input, and then the button needed to perform it. This window to input the special is tight at first but becomes easier with practice.
When at fullscreen distance it is best to use {{clr|H|236H}} for oki after {{clr|K|214K}}. If you are in the corner after the last {{clr|K|214K}}, end the combo with a {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|214S}} for a wallbreak.
<!-- I would just remove this but this doc seems to confuse (former) heavyweights with large hurtboxes in some cases, so whether this is still applicable in some way should be verified:
On heavyweights such as {{Character Label|GGST|Potemkin}}, you will have to alter the combo. -->
}}
|-|
At Fullscreen (Heavyweights)=
{{TheoryBox
| Title      = Optimized Close Range Fullscreen Heavyweight Burst Punish<!-- I would just remove this combo but this doc seems to confuse (former) heavyweights with large hurtboxes in some cases, so whether this is still applicable in some way should be verified. See also the S starter combo table where there's an entire separate combo compared to these two? Make it make sense? -->
| Oneliner  = Needed for heavyweights only, or as an easier combo.<br>156-210 Damage
| Difficulty = Easy
| Anchor    = Ky Core Combo 1 Fullscreen Heavyweight Punish
| Video      = GGST Ky Optimized Close Range Fullscreen Heavyweight Burst Punish.mp4
| Size      = 256x192
| Recipe    = Base Combo Piece: {{clr|S|c.S}} > jc > {{clr|D|j.D}} > adc > {{clr|K|j.K}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|K|214K}} <br>If at fullscreen: 66{{clr|H|236H}}<br>If a little closer to corner: {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|214S}}
| content    = This combo provides the same oki as the other fullscreen punish, while also being usable on other weight classes besides heavyweights as an easier combo. This does not allow for the extra corner carry that the dash cancel brings and ends the combo early, but still gives {{clr|H|236H}} oki and the corner extension if you start the combo in the middle of the screen.
}}
</tabber>
<tabber>
Preface=
{{TheoryBox
| Title      = Dragon Install Combo Theory
| Oneliner  =
| Difficulty =
| Anchor    =
| Video      =
| Size      = 256x192
| Recipe    =
| content    = In Dragon Install, Ky's combos are greatly improved in damage and Okizeme, but they execute somewhat differently. Know well about how the DI specials change to create your own efficient DI combos.
* The specials are ranked in efficiency for their usage within DI combos, as opposed to neutral or other usage.
}}
|-|
H Vapor Thrust=
{{TheoryBox
| Title      = {{clr|H|H}} Vapor Thrust ({{clr|H|623H}})
| Oneliner  =
| Difficulty =
| Anchor    =
| Video      =
| Size      = 256x192
| Recipe    =
| content    = * Pre DI: Reversal starter, Shock State combo filler, wall breaker.
* DI: Better reversal starter (+), all purpose Combo filler (+++), not a good wall breaker (very mild -), air-to-ground combo converter (+).
In DI, {{clr|H|H}} Vapor Thrust is significantly buffed. 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. When the opponent is cornered, the confirm window becomes wider with {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|623H}}.
Notably DI {{clr|H|623H}} launches lower and pushes back further as combo time lengthens. To counter this effect, Ky needs to launch the opponent early in the combo, with normals or DI {{clr|H|623H}} to build up the height, then the rest of the combo can go on with decreased push back and enough height in the air.
Other than combo filler, DI {{clr|H|623H}} has a less seen use: you can actually use {{clr|H|j.623H}} to confirm air hits into ground combos. This must be done high to gain enough frames to attack before the opponent hits the ground.
{{clr|H|623H}} is "the wall breaker" before DI, but in DI it becomes a 3-hit move, resulting lower wall break damage. Use {{clr|D|5[D]}} when close and with enough time, or {{clr|H|6H}} as a quicker and longer substitution.
}}
|-|
Stun Dipper=
{{TheoryBox
| Title      = Stun Dipper ({{clr|K|236K}})
| Oneliner  =
| Difficulty =
| Anchor    =
| Video      = GGST Ky Kiske DI Stun Dipper Combos.webm
| Size      = 256x192
| Recipe    =
| content    = * Pre DI: Mid-range soft knock down securer.
* DI: High damage hard knock down securer, great ender of midscreen combos (++).
Stun Dipper is another greatly buffed move in DI. It now HKDs opponents allowing Charged Stun Edge okizeme, making this move far beyond a mid-range soft knock down securer. Easiest way to utilize DI Stun Dipper is to simply cancel from {{clr|D|2D}} to add free damage without losing any bit of Okizeme. For short combos in midscreen, Stun Dipper works well against airborne opponents, but usually you need to delay the input for a full hit. Moreover, DI Stun Dipper gets 80% extra damage, making it an optimized ender in case of both damage and Okizeme midscreen.
e.g. {{clr|K|5K}} > {{clr|D|2D}} > {{clr|P|236236P}}, {{clr|H|5H}} > dl {{clr|K|236K}}(, {{clr|H|236H}}) Damage: 171
}}
|-|
Foudre Arc=
{{TheoryBox
| Title      = Foudre Arc ({{clr|K|214K}})
| Oneliner  =
| Difficulty =
| Anchor    =
| Video      = GGST Ky Kiske DI Foudre Arc Combo.webm
| Size      = 256x192
| Recipe    =
| content    = * Pre DI: Mid-range hard knock down securer, corner combo filler.
* DI: Basically works the same, but the damage is poor when compared to other DI moves (-). More inconsistent issues with 3 hits (-).
DI Foudre Arc works pretty much the same in DI, but the damage is much lower than DI {{clr|H|623H}}. This means the more Foudre Arcs you use in a combo, the poorer damage it will deal. As a mid screen HKD ender, it deals less damage than Stun Dipper with no other advantage. However, Foudre Arc still holds the place of the corner pusher when the opponent is out of DI {{clr|H|623H}}'s range.
Another issue of DI Foudre Arc is the increased hits. DI Foudre Arc tends to whiff some hits when used late in a combo, due to the opponent being 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 in a very poor ender: it is not damaging at all and impossible to convert into a super Wall Break.
e.g. {{clr|K|5K}} > {{clr|D|2D}} > {{clr|P|236236P}}, {{clr|H|5H}} > {{clr|K|214K}}(, dash button{{clr|H|236H}}) Damage: 160
}}
|-|
Dire Eclat=
{{TheoryBox
| Title      = Dire Eclat ({{clr|S|214S}})
| Oneliner  =
| Difficulty =
| Anchor    =
| Video      = GGST Ky Kiske DI Dire Eclat Corner Combo.webm
| Size      = 256x192
| Recipe    =
| content    = * Pre DI: Mid screen close range hard knock down ender, frametrap meterless CH combo starter, high damage Shock State applier in corner combos.
* DI: Still a nice close range hard knock down ender (~), more damaging frametrap meterless CH combo starter with larger push back (~), no more Shock State during DI, and it is a overall bad move mid combo ({{clr|4|--}}).
Dire Eclat is always "the move" to cancel into after {{clr|P|2P}}/{{clr|P|5P}}*n > {{clr|P|6P}}, in DI or not. It still holds the ability to start meterless frametrap CH punish combos, with improved damage during DI.
e.g. Corner CH {{clr|S|214S}} > 66{{clr|K|5K}} > {{clr|H|6H}} > dl.{{clr|H|623H}} > {{clr|S|c.S}} > {{clr|H|6H}} WS {{clr|D|5[D]}} Damage: 215.
When used mid-combo, the increased hits make the push back so hard that OTG pick up is extremely hard. If you are in range of DI Dire Eclat, you can almost always do {{clr|H|623H}} instead to reach much higher damage with even easier execution. This move also has the same multi-hit based problem just like DI Foudre Arc, making it a poor Wall Sticker.
}}
|-|
Stun Edge=
{{TheoryBox
| Title      = Stun Edge ({{clr|S|236S}})
| Oneliner  =
| Difficulty =
| Anchor    =
| Video      =
| Size      = 256x192
| Recipe    =
| content    = * Pre DI: Rarely used in combo without RC.
* DI: Optimized Wall Sticker, but with some very tight calculation and execution (+).
DI Stun Edge gets 100% damage boost, hits quite hard at 60 damage, and 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 an early Wall Break. On a successful Wall Stick, use {{clr|D|5[D]}} when close, or {{clr|H|6H}} as a quicker and longer substitution. Other than that, it remains the same with high damage boost, and works well with Purple Roman Cancel.
e.g. Midscreen {{clr|S|c.S}} > {{clr|H|623H}}, {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|623H}}, {{clr|S|c.S}} > {{clr|S|236S}} WS, {{clr|D|5[D]}} Damage: 273
      ... > {{clr|S|214S}} WS WB Damage: 260 
      ... > {{clr|H|6H}} WS, {{clr|D|5[D]}} Damage: 272 (so use {{clr|H|6H}} WS instead if not so confident.)
}}
|-|
S Vapor Thrust=
{{TheoryBox
| Title      = {{clr|S|S}} Vapor Thrust ({{clr|S|623S}})
| Oneliner  =
| Difficulty =
| Anchor    =
| Video      =
| Size      = 256x192
| Recipe    =
| content    = * Pre DI: Shock State anti-air reversal starter.
* DI: Anti-air reversal starter (mild +).
DI S Vapor Thrust is not as damaging as {{clr|H|623H}}, but you occasionally need to use it for its speed and to cover cross-ups with its more vertical travel direction. It pops up significantly lower than the H version so it needs some height already built against an airborne opponent. You will have to decide which move you should use to catch the opponent falling, depending on their height, distance, and how the hit connects. It is usually not a good idea to use this move mid-combo, since this move deals significantly lower damage than other DI specials (60), and it lacks the forward hitbox or momentum to reliably land both hits.
}}
|-|
Charged Stun Edge=
{{TheoryBox
| Title      = Charged Stun Edge ({{clr|H|236H}})
| Oneliner  =
| Difficulty =
| Anchor    =
| Video      =
| Size      = 256x192
| Recipe    = * Pre DI: Okizeme meaty starter, Burst free combo filler, usually works with RC.
* DI: Pretty much the same, but with longer hit animation for heavier button to follow up (+).
In short, not much is different.
}}
|-|
</tabber>


==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 mention in the "Notes" field).  
*All damage values are tested on {{Character Label|GGST|Ky Kiske|label=Ky}} at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
*The list is focused on most practical examples, not every single option that exists. 
*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).
*All damage values are damage dealt to Sol 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).
<!--Please test or re-test combo damage 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).  


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
==={{clr|P|5P}}/{{clr|P|2P}}/{{clr|P|6P}} Starters===
|+{{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|5K}}/{{clr|2|2K}} Starters
{| class="wikitable sortable"  
|+{{clr|P|5P}}/{{clr|P|2P}}/{{clr|P|6P}} Starters
|-
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = ({{clr|P|2P}})*1-3 > {{clr|P|6P}} > {{clr|S|214S}}
|position = Anywhere
|damage = 64~71
|tensionGain = 16%
|worksOn = Everyone
|difficulty = Very Easy
|notes = Simple confirm from {{clr|P|2P}} that grants Shock State. Subtract {{clr|P|2P}}'s based on range and dash momentum. Works off of {{clr|P|5P}} too, but it whiffs on most crouchers.
|video = [https://www.youtube.com/watch?v=j6cj8XlFyGY YT]
|checkedVersion = 1.34
}}
|-
{{GGST-ComboTableRow
|combo = ({{clr|P|2P}})*1-3 > {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}}
|position = Anywhere
|damage = 83
|tensionGain = 24%
|worksOn = Everyone
|difficulty = Very Easy
|notes = {{clr|P|2P}} combo extended with 50% Burst.
|video =
|checkedVersion = 1.34
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|P|2P}} > {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > ({{clr|H|2H}} > {{clr|K|214K}})*1-4, {{clr|S|f.S}}, WS! 66{{clr|D|5[D]}}
|position = Anywhere
|damage = 125~136
|tensionGain = 28%~37%
|worksOn = Everyone
|difficulty = Medium
|notes = Dragon Install loop from a {{clr|P|2P}} starter extended with 50% Burst. Number of loops depends on the opponent's distance from the corner. If Foudre Arc wall sticks the opponent, skip {{clr|S|f.S}}.
|video =
|checkedVersion = 1.34
}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
{{GGST-ComboTableRow
|combo = {{clr|P|2P}} > {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}}, {{clr|H|5H}} > Whiff {{clr|S|214S}}, WS! {{clr|S|214S}}
|position = Corner
|damage = 128
|tensionGain = 33%
|worksOn = Everyone
|difficulty = Easy
|notes = {{clr|P|2P}} corner combo extended with 50% Burst. After {{clr|H|5H}}, use Dire Eclat twice in a row. The first will whiff and generate a little extra meter, the second will wall break.
|video =
|checkedVersion = 1.34
}}
|-
|-
| | {{clr|1|2P}} > {{clr|1|2P}} > {{clr|1|6P}} > {{clr|3|214S}} || Anywhere || 65 || ~25% || Everyone || {{clr|1|Very Easy}} || Simple, easy confirm from 2P that grants Shock State. Subtract Ps based on range. Works off of 5P too, but 5P whiffs on most crouchers.
{{GGST-ComboTableRow
|-  
|combo = {{clr|P|2P}} > {{clr|P|6P}} > {{clr|S|214S}} > RRC, 66{{clr|D|5[D]}}, {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}}
| | {{clr|2|5K/2K}} > {{clr|5|2D}} > {{clr|3|214S}} || Anywhere || 67 || ~18% || Everyone || {{clr|1|Very Easy}} || Confirm into Dire Eclat. Grants Shock State.
|position = Anywhere
|damage = 133
|tensionGain = -36%
|worksOn = Everyone
|difficulty = Easy
|notes = {{clr|P|2P}} combo extended with 50% Tension.
|video =
|checkedVersion = 1.34
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|P|2P}} > {{clr|P|6P}} > {{clr|S|214S}} > 66RRC, {{clr|H|236H}}, 66{{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}}
|position = Anywhere
|damage = 138
|tensionGain = -35%
|worksOn = Everyone
|difficulty = Medium
|notes = Advanced {{clr|P|2P}} combo extended with 50% Tension.
|video =
|checkedVersion = 1.34
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|P|2P}} > {{clr|P|6P}} > {{clr|H|236236H}}, 66({{clr|H|2H}} > {{clr|K|214K}})*2-5, ({{clr|S|f.S}},) WS! 66{{clr|D|5[D]}}
|position = Midscreen
|damage = 216~228
|tensionGain = -42%~-40%
|worksOn = Everyone
|difficulty = Medium
|notes = Dragon Install loop from a {{clr|P|2P}} starter extended with 50% Tension. Number of loops depends on the opponent's distance from the corner. If Foudre Arc wall sticks the opponent, skip {{clr|S|f.S}}.
|video =
|checkedVersion = 1.34
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|P|2P}} > {{clr|P|6P}} > {{clr|S|214S}} > 66RRC, {{clr|H|236H}}, {{clr|H|2H}} > {{clr|H|623H}}, {{clr|S|c.S}} > WS! {{clr|S|214S}}
|position = Anywhere
|damage = 188
|tensionGain = -35%
|worksOn = Everyone
|difficulty = Medium
|notes = Advanced {{clr|P|2P}} corner combo extended with 50% Tension.
|video =
|checkedVersion = 1.34
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|P|2P}} > {{clr|H|6H}} > {{clr|K|236K}}
|position = Midscreen
|damage = 77
|tensionGain = 14%
|worksOn = Everyone
|difficulty = Very Easy
|notes = Basic counter hit {{clr|P|2P}} combo.
|video =
|checkedVersion = 1.34
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|P|2P}} > {{clr|H|6H}} > {{clr|K|236K}}, > RRC, 66{{clr|D|5[D]}}, {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}}
|position = Midscreen
|damage = 144
|tensionGain = 15%
|worksOn = Everyone
|difficulty = Easy
|notes = Counter hit {{clr|P|2P}} combo extended with 50% Tension.
|video =
|checkedVersion = 1.34
}}
|-
{{GGST-ComboTableRow
|combo = AA {{clr|P|5P}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}}
|position = Anywhere
|damage = 119
|tensionGain = 24%
|worksOn = Everyone
|difficulty = Easy
|notes = Standard anti-air {{clr|P|5P}} combo. Can be further extended when reaching or started in the corner.
|video = [https://youtu.be/64mDutlu2u8?si=hUUPY27Dp9ITN8_I YT]
|checkedVersion = 1.34
}}
|-
|-
| | {{clr|2|5K/2K}} > {{clr|5|2D}} || Anywhere || 48 || ~23% || 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 2D at a far enough range.
{{GGST-ComboTableRow
|combo = AA {{clr|P|5P}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}}, {{clr|H|5H}} > {{clr|K|214K}}, WS! {{clr|S|214S}}
|position = Midscreen
|damage = 168
|tensionGain = 34%
|worksOn = Everyone
|difficulty = Medium
|notes = Corner only extension for anti-air {{clr|P|5P}} starter. May wall splat after 5H, skip straight to Dire Eclat if this occurs.
|video = [https://youtu.be/Cqtlt9GXUgc YT]
|checkedVersion = 1.34
}}
|-
|-
| | {{clr|2|5K/2K}} > {{clr|5|2D}} > {{clr|3|236S}} > 66PRC, {{clr|4|6H}} > {{clr|4|623H}}, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|4|623H}} || Corner || 165 || || Lightweights and Mediumweights || {{clr|3|Medium}} || Guaranteed wallbreak combo off a {{clr|2|5K}} or {{clr|2|2K}} starter.
{{GGST-ComboTableRow
|-  
|combo = AA {{clr|P|5P}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|623H}}, {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}}
| | {{clr|2|5K/2K}} > {{clr|5|2D}} > {{clr|3|214S}} > RRC, 66{{clr|4|5H}} > {{clr|4|623H}}, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|214K}}, {{clr|4|623H}} || 161 || When Cornered ||  || Lightweights and Mediumweights ||{{clr|3|Medium}} || Side switches and wallbreaks. 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.
|position = Anywhere
|-
|damage = 149
| | {{clr|2|5K/2K}} > {{clr|5|2D}} > {{clr|3|214S}} > RRC, 66{{clr|4|5H}} > {{clr|4|623H}}, {{clr|2|2K}} > {{clr|1|6P}} > {{clr|4|623H}} || 154 || When Cornered ||  || Everyone || {{clr|4|Hard}} || Alternate version of the above for heavyweights. Getting the timing for 2K can be tricky.
|tensionGain = 30%
|worksOn = Everyone
|difficulty = Easy
|notes = Dragon Install anti-air {{clr|P|5P}} combo.
|video =
|checkedVersion = 1.34
}}
|-
{{GGST-ComboTableRow
|combo = AA {{clr|P|5P}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|623H}}, {{clr|K|2K}} > {{clr|H|6H}}, WS! {{clr|D|5[D]}}
|position = Midscreen
|damage = 189
|tensionGain = 29%
|worksOn = Everyone
|difficulty = Medium
|notes = Corner only extension for anti-air {{clr|P|5P}} starter.
|video =
|checkedVersion = 1.34
}}
|-
|-
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
==={{clr|K|5K}}/{{clr|K|2K}}/{{clr|K|6K}} Starters===
|+{{clr|3|c.S}}/{{clr|3|f.S}} Starters
{| class="wikitable sortable"  
|+{{clr|K|5K}}/{{clr|K|2K}}/{{clr|K|6K}} Starters
|-
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = {{clr|K|5K/2K}} > {{clr|D|2D}} > {{clr|S|214S}}
|position = Anywhere
|damage = 66~70
|tensionGain = 16%
|worksOn = Everyone
|difficulty = Very Easy
|notes = Confirm into Dire Eclat. Grants Shock State and a knockdown.
|video = [https://www.youtube.com/watch?v=Ny1kVqR0wVY YT]
|checkedVersion = 1.34
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|K|5K/2K}} > {{clr|D|2D}}
|position = Anywhere
|damage = 46~50
|tensionGain = 10%
|worksOn = Everyone
|difficulty = 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 = 1.34
}}
|-
{{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|S|c.S}} WS {{clr|H|623H}}/{{clr|S|214S}}
|position = Corner
|damage = 181
|tensionGain = 30%
|worksOn = Everyone
|difficulty = Hard
|notes = High damage corner combo for when the opponent is hit crouching. Wall break with {{clr|S|214S}} to trade damage for Shock State.
|video = [https://youtu.be/rKb_E0B6U8M YT]
|checkedVersion = 1.34
}}  
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
{{GGST-ComboTableRow
|combo = {{clr|K|5K/2K}} > {{clr|D|2D}} > {{clr|S|214S}} > RRC, 66{{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|623H}}, {{clr|S|c.S}} > {{clr|H|6H}} WS > {{clr|H|623H}}
|position = Back to Corner
|damage = 184
|tensionGain = ~-20%
|worksOn = Everyone
|difficulty = 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://youtu.be/IKxtSi3cBtY YT]
|checkedVersion = 1.34
}}
|-
|-
| | {{clr|3|c.S}} > {{clr|3|214S}} || Anywhere || || || Everyone || {{clr|1|Very Easy}} || Applies Shock State.
{{GGST-ComboTableRow
|combo = Meaty {{clr|K|5K}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|K|236K}}
|position = Anywhere
|damage = 91
|tensionGain =
|worksOn = Everyone
|difficulty = Hard
|notes = Only works if hitting with the very last frame of {{clr|K|5K}}, such as after a "safe jab" {{clr|K|5K}}.
|video = [https://youtu.be/M8-1sGLeLUw YT]
|checkedVersion = 1.34
}}
|-
|-
| | {{clr|3|c.S}} > {{clr|5|2D}} > dl.{{clr|4|236H}} || Anywhere || || || Everyone || {{clr|2|Easy}} || CSE oki AND Shock State. What more could you want?
{{GGST-ComboTableRow
|-
|combo = Meaty {{clr|K|5K}} > {{clr|S|c.S}} > {{clr|H|6H}} > SS {{clr|H|623H}} > {{clr|S|c.S}} > {{clr|H|6H}} > WS > {{clr|S|214S}}
| | {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|236K}} || Anywhere ||  ||  || 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}}.
|position = Corner
|damage = 179
|tensionGain = ~-20%
|worksOn = Everyone
|difficulty = Very Hard
|notes = The above combo modified to break the wall in shock state.
|video = [https://youtu.be/N55Btf4Xrwc YT]
|checkedVersion = 1.34
}}  
|-
|-
| | CH{{clr|3|c.S}} > {{clr|2|6K}}, {{clr|2|5K}} > {{clr|1|6P}} > {{clr|3|214S}} || Anywhere || || || Everyone || {{clr|3|Medium}} || Only works on crouching opponents.
|}
 
==={{clr|S|c.S}}/{{clr|S|f.S}}/{{clr|S|2S}} Starters===
{| class="wikitable sortable"
|+{{clr|S|c.S}}/{{clr|S|f.S}}/{{clr|S|2S}} Starters
|-
|-
| | {{clr|3|c.S}} > {{clr|4|2H(2)}} > {{clr|2|214K}}, {{clr|2|2K}} > {{clr|2|236K}} || Midscreen ||  ||  || Everyone except SO, KY, MA, AN, GI || {{clr|3|Medium}} || Needs Shock State. Needs dash momentum for I-No.
{{GGST-ComboTableHeader}}
|-
|-
| | {{clr|3|c.S}} > {{clr|4|2H(2)}} > {{clr|2|214K}}, {{clr|2|2K}} > {{clr|3|214S}} || Midscreen || ||  || FA, PO, LE, NA || {{clr|3|Medium}} || Needs Shock State. Unlike the {{clr|2|2K}} > {{clr|2|236K}} ender, this one will leave your opponent in Shock State. However, it only works on the big boys.
{{GGST-ComboTableRow
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}}
|position = Anywhere
|damage = 118
|tensionGain = +12%
|worksOn = Everyone
|difficulty = Very Easy
|notes = Applies Shock State. Sets up safejumps with IAD {{clr|H|j.H}} or 66{{clr|K|214K}}. You can also start this combo with {{clr|S|f.S/2S}} with dash momentum
|video = [https://youtu.be/VY0ySmg4HRs YT]
|checkedVersion = 1.34
}}
|-
|-
| | {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}} > 66PRC, 66{{clr|3|c.S}} > {{clr|4|2H(2)}} > {{clr|3|214S}} || Anywhere || || || Everyone || {{clr|3|Medium}} || Easier alternative if {{clr|4|2H}} > {{clr|2|214K}} will not combo on the character you're facing. Leaves your opponent in Shock State.
 
 
|-
|-
| | {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}} > 66PRC, 66{{clr|3|c.S}} > {{clr|5|2D}} > dl.{{clr|4|236H}} || Anywhere || || || Everyone || {{clr|3|Medium}} || CSE oki alternative to the above combo.
{{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|S|c.S}} > {{clr|H|6H}} WS > {{clr|S|214S}}
|position = Round Start
|damage = 220
|tensionGain = ~40%
|worksOn = Everyone
|difficulty = Hard
|notes = Universal route for all characters since 1.30 weight normalization. Combo also works on counter hit if the jump cancel is a 7jc instead of 8 or 9.
|recipePC =
|video = [https://youtu.be/VRGCi8YcfQE YT]
|checkedVersion = 1.34
}}
|-
|-
| | {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}} > 88PRC > 66{{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|2H(2)}} > {{clr|2|214K}}, {{clr|2|2K}} > {{clr|2|236K}} || Midscreen || 178 || || Everyone except SO, KY, MA, AN, GI || {{clr|3|Medium}} || Needs dash momentum on some characters.  
 
 
{{GGST-ComboTableRow
|combo = {{clr|S|c.S}} > {{clr|H|6H}} > dl > {{clr|S|214S}}, 66{{clr|K|5K/2K}} > {{clr|H|6H}} > {{clr|H|623H}}, {{clr|S|c.S}} WS {{clr|H|623H}}/{{clr|S|214S}}
|position = Corner
|damage = 238
|tensionGain = +34%
|worksOn = Everyone
|difficulty = Medium
|notes = High damage meterless corner combo from {{clr|S|c.S}}. For the delay between {{clr|H|6H}} and {{clr|S|214S}}, wait until the character has popped out of the corner to {{clr|S|214S}}.
|video = [https://youtu.be/ONVwNoizJ60 YT]
|checkedVersion = 1.34
}}
|-
|-
| | 66{{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|2|214K}} > j.66PRC > {{clr|3|j.S}} > {{clr|4|j.H}} {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|236H}} || Anywhere || 170 || || Everyone || {{clr|4|Hard}} || Needs dash momentum. Use the RC Fast Cancel during the j.66PRC. Ky will carry the momentum from Foudre Arc and be able to get a {{clr|3|j.S}} and {{clr|4|j.H}} in before landing.
{{GGST-ComboTableRow
|combo = CH {{clr|S|c.S}} > {{clr|D|5[D]}} > microdash , {{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|214K}}, {{clr|S|c.S}} > {{clr|H|6H}} WS {{clr|S|214S}}
|position = Near Corner
|damage = 231
|tensionGain = +40%
|worksOn = Everyone
|difficulty = Hard
|notes = Counter Hit {{clr|S|c.S}} punish meterless combo that uses {{clr|D|5[D]}} as launcher on CH confirm. If CH {{clr|S|c.S}} has dash momentum, 5K will connect without the microdash.
|video = [https://youtu.be/uhjwtE6mZLo YT]
|checkedVersion = 1.34
}}
|-
|-
| | 66{{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|2|214K}} > j.66PRC > {{clr|3|j.S}} > {{clr|4|j.H}} ▷ {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|632146H}} || Anywhere || || -100% || Everyone || {{clr|4|Hard}} || Like the above combo, but ends with Ride the Lightning instead of CSE oki. If you're willing to spend all of your meter, this will result in added damage and a guaranteed wallbreak from any part of the stage, even from the opposite corner.
 
|-
| | {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|2|214K}} > 66{{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|214S}} > {{clr|4|623H}} || Corner || 214 ||  || Everyone || {{clr|3|Medium}} || High damage meterless corner combo from {{clr|3|c.S}}. The DP input needs to be delayed until after the wallsplat freeze ends since it doesn't buffer during {{clr|3|214S}}'s recovery. Additionally, the {{clr|3|214S}} can be replaced with another {{clr|4|623H}} for 4 more damage, but can whiff on certain characters like Potemkin, unless the second c.S is not dashed.
|-
| | {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}} > 88PRC > j.66 > {{clr|4|j.H}} ▷  {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|214S}}, OTG{{clr|4|6H}} > 66{{clr|4|623H}} || Corner/Near Corner || 249 ||  || Everyone || {{clr|4|Hard}} ||
|-
|-
| | {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}} > 66PRC > 66{{clr|4|2H(2)}} > {{clr|2|214K}}, {{clr|2|2K}}, dl.{{clr|4|236H}} || Corner || 174 ||  || Everyone || {{clr|4|Hard}} || 2K will wallstick, and instead of using another move, time a 236H to hit the opponent as they recover from sliding down from the wall and force them to block it.
{{GGST-ComboTableRow
|combo = {{clr|S|f.S/2S}} > {{clr|H|5H}} > {{clr|K|236K}}
|position = Anywhere
|damage = 97
|tensionGain = +17%
|worksOn = Everyone
|difficulty = Easy
|notes = Very spacing dependent. At round start omit the {{clr|H|5H}} and go straight into dipper. Has a throw/blockable gap if {{clr|S|f.S}}/{{clr|S|2S}} has dash momentum or lands too close.
|video = [https://youtu.be/f2xODJ-zsRw YT]
|checkedVersion = 1.34
}}
|-
|-
| | {{clr|3|f.S}} > {{clr|3|236S~K}} || Anywhere || || || Everyone || {{clr|1|Easy}} || Short "quasi-option select" Combo for poking in neutral. On block or hit Ky safely terminates f.S into Stun Edge.  On counter hit, Ky Option selects into Stun Dipper, giving knock-down and a decent Red-RC opportunity.
{{GGST-ComboTableRow
|combo = CH {{clr|S|f.S/2S}} > {{clr|H|5H}} > ST {{clr|K|214K}} > {{clr|K|2K}} > {{clr|D|2D}}
|position = Anywhere
|damage = 128
|tensionGain =
|worksOn = Everyone
|difficulty = Hard
|notes = Requires both Counter Hit and Shock State. Omit {{clr|H|5H}} when hitting at longer ranges or else the {{clr|K|2K}} will not connect.
|video = [https://youtu.be/TllaHCALSsg YT]
|checkedVersion = 1.34
}}
|-
|-
| | || || || || || [5] {{clr|5|Very Hard}} ||
{{GGST-ComboTableRow
|combo = CH {{clr|S|f.S/2S}} > {{clr|H|5H}} > ST {{clr|K|214K}} > {{clr|K|2K}} > {{clr|H|6H}} > {{clr|K|236K}} > WS {{clr|S|214S}}
|position = Corner
|damage = 187
|tensionGain =
|worksOn = Everyone
|difficulty = Very Hard
|notes = The above combo modified to break the wall. You can't omit the {{clr|H|5H}} or it won't wall splat.
|video = [https://youtu.be/9p39-7HbH3o YT]
|checkedVersion = 1.34
}}
|-
|-
{{GGST-ComboTableRow
|combo = CH {{clr|S|f.S}} > {{clr|D|236[D]}} > dl. {{clr|H|6H}} > {{clr|H|6H}} > {{clr|S|214S}} > {{clr|H|6H}} WS 66{{clr|H|623H}}
|position = Round Start
|damage = 206
|tensionGain = ~37%
|worksOn = Everyone
|difficulty = Hard
|notes = Universal wall break off of a CH {{clr|S|f.S}} at roundstart. Delay the first {{clr|H|6H}}, as buffering the input will result in them going over it.
|video = [https://youtu.be/R4fJctsq7zs YT]
|checkedVersion = 1.34
}}
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
==={{clr|H|5H}}/{{clr|H|2H}}/{{clr|H|6H}} Starters===
|+{{clr|4|5H}}/{{clr|4|2H}} Combos
{| class="wikitable sortable"  
|+{{clr|H|5H}}/{{clr|H|2H}}/{{clr|H|6H}} Starters
|-
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = AA {{clr|H|2H(1~2)}} > {{clr|H|623H}}
|position = Anywhere
|damage = 87~96
|tensionGain = ~8%
|worksOn = Everyone
|difficulty = 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 = 1.34
}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
{{GGST-ComboTableRow
|combo = AA {{clr|H|2H(1)}} > {{clr|K|214K}} > {{clr|H|5H}} > {{clr|K|214K}}
|position = Midscreen
|damage = 116
|tensionGain = ~19%
|worksOn = Everyone
|difficulty = 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 = 1.34
}}
|-
|-
| |  || || || || || [1] {{clr|1|Very Easy}} ||
{{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}}
| | || || || || || [2] {{clr|2|Easy}} ||
|position = Near Corner
|-  
|damage = 182
| | || || || || || [3] {{clr|3|Medium}} ||
|tensionGain = +~30%
|-  
|worksOn = Everyone
| | || || || || || [4] {{clr|4|Hard}} ||
|difficulty = 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 = 1.34
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|H|2H(2)}} > {{clr|H|236H}} > dash > {{clr|S|c.S}} > {{clr|H|2H(2)}} > {{clr|K|214K}} > {{clr|K|5K}} > {{clr|S|214S}}
|position = Anywhere
|damage = 184
|tensionGain = ~40%
|worksOn = Everyone
|difficulty = Medium
|notes = High damage DP punish. You can end on super (or double super).
|video = [https://gfycat.com/untrieddelayedcrustacean-guilty-gear-strive-ggst Gfy]
|checkedVersion = 1.34
}}
|-
{{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 = 245
|tensionGain = +36%
|worksOn = Everyone
|difficulty = Medium
|notes = Grounded corner {{clr|H|2H}} Counter Hit punish. Useful after baiting a throw break attempt with backdash.
|video = [https://www.youtube.com/watch?v=zfLXrqp56Cs YT]
|checkedVersion = 1.34
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|H|2H(2)}} > {{clr|H|236H}} > 66 {{clr|S|c.S}} > {{clr|H|2H(2)}} > {{clr|K|214K}} > {{clr|S|c.S}} > {{clr|H|5H}} > WS
|position = Near Corner
|damage = 188
|tensionGain = ~38%
|worksOn = Everyone
|difficulty = Medium
|notes = Good punish or stagger pressure option for Ky when near the corner. This sets up into a wall slump where you can use {{clr|H|2H(2)}} > {{clr|K|214K}} as a safe jump.
|video = [https://youtu.be/FVl86INoECg YT]
|checkedVersion = 1.34
}}
|-
{{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 = 243
|tensionGain = +38%
|worksOn = Everyone
|difficulty = Medium
|notes = Anti Air {{clr|H|2H}} Counter Hit meterless punish in corner.
|video = [https://www.youtube.com/watch?v=lQV1rVBSEzg YT]
|checkedVersion = 1.34
}}
|-
{{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 = 221
|tensionGain = +30%
|worksOn = Everyone
|difficulty = 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 = 1.34
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|H|6H}} > {{clr|S|214S}} > 66 {{clr|K|5K}} > {{clr|H|623H}} > {{clr|S|c.S}} > {{clr|H|6H}} WS > {{clr|H|623H}}
|position = Corner
|damage = 224
|tensionGain = 44%
|worksOn = Everyone
|difficulty = Hard
|notes = 6H meterless normal hit confirm. At max range, use {{clr|K|2K}} instead of {{clr|K|5K}}.
|video = [https://youtu.be/QGVkFXrTFFU?t=14 YT]
|checkedVersion = 1.34
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|H|6H}} > {{clr|H|6H}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|214S}} > {{clr|H|6H}} WS > {{clr|H|623H}}
|position = Near Corner
|damage = 234
|tensionGain = 34%
|worksOn = Everyone
|difficulty = Hard
|notes = 6H meterless normal hit confirm that only works when opponent is slightly out of the corner. Effective range changes depending on character, but is roughly where camera starts scrolling away from corner. Replace {{clr|S|c.S}} with {{clr|K|5K}} when spaced further from opponent.
|video = [https://youtu.be/QGVkFXrTFFU?t=49 YT]
|checkedVersion = 1.34
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|H|6H}} > 66 {{clr|S|c.S}} > dc > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|214S}} > {{clr|H|6H}} WS > {{clr|H|623H}}
|position = Next to Corner
|damage = 226
|tensionGain = 34%
|worksOn = Everyone
|difficulty = Very Hard
|notes = 6H meterless normal hit confirm that only works when opponent is very slightly out of the corner. Incredibly small window of spacing where this is more efficient than other combos.
|video = [https://youtu.be/QGVkFXrTFFU?t=71 YT]
|checkedVersion = 1.34
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|H|6H}} > dl.{{clr|K|214K}} > 66{{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}}
|position = Anywhere
|damage = 142
|tensionGain = ~30%
|worksOn = Everyone
|difficulty = Medium
|notes = BnB meterless {{clr|H|6H}} counterhit confirm.
|video = [https://www.youtube.com/watch?v=6FzRx1Sd8r4 YT]
|checkedVersion = 1.34
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|H|6H}} > {{clr|H|236H}} > 66 {{clr|H|5H}} > {{clr|H|623H}} > {{clr|H|5H}} > dl. {{clr|S|214S}} > {{clr|H|6H}} WS > {{clr|H|623H}}
|position = Corner
|damage = 259
|tensionGain = 44%
|worksOn = Everyone
|difficulty = Hard
|notes = Highest damage meterless 6H counterhit confirm. Second {{clr|H|5H}} is pretty tight and requires a relatively meaty hit of {{clr|H|623H}}; if you feel like you're not going to land it, use the easier combo below instead. Some characters don't need {{clr|S|214S}} to be delayed.
|video = [https://youtu.be/QGVkFXrTFFU?t=109 YT]
|checkedVersion = 1.34
}}
|-
|-
| |{{clr|4|2H}} > {{clr|3|214S}} > {{clr|1|5K}} > {{clr|4|6H}} > {{clr|4|623H}} > {{clr|3|623S}} > {{clr|4|623H}} || Corner || 236 || +30% || Sol/mediums || {{clr|4|Hard}} || 6H cancel into 623H is pretty tight.
{{GGST-ComboTableRow
|-
|combo = CH {{clr|H|6H}} > {{clr|H|236H}} > 66 {{clr|H|5H}} > {{clr|H|623H}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|214S}} WS > {{clr|H|623H}}
| |  ||  ||  ||  ||  || [5] {{clr|5|Very Hard}} ||
|position = Corner
|damage = 253 (LE)
|tensionGain = 44%
|worksOn = Everyone
|difficulty = Medium
|notes = Adjustment of the above. High tension gain for both combos means you can often wallbreak with RTL ({{clr|H|632146H}}) to take oki after the reset. (Effective tension gain before wallbreak is 40%)
|video = [https://youtu.be/QGVkFXrTFFU?t=121 YT]
|checkedVersion = 1.34
}}
|-
|-
{{GGST-ComboTableRow
|combo = CH {{clr|H|6H}} > 66 > {{clr|H|2H}} > delay {{clr|S|214S}} > {{clr|H|6H}} > {{clr|H|623H}} > {{clr|S|c.S}} > WS > {{clr|H|623H}}
|position = Near corner
|damage = 242
|tensionGain = ~+35%
|worksOn = Everyone
|difficulty = 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.
|recipePC = 93017
|video = [https://www.youtube.com/watch?v=hbbmDRHuWZ8 YT]
|checkedVersion = 1.34
}}
|- 
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
==={{clr|D|5D/2D}} Starters===
|+Jump-in Starters
{| class="wikitable sortable"  
|+{{clr|D|5D/2D}} Starters
|-
{{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 = Very Easy
|notes = Simple beginner charged Dust combo.
|video = [https://www.youtube.com/watch?v=ziwNirZ5bRM YT]
|checkedVersion = 1.34
}}
|-
{{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 = Easy
|notes = Slightly more advanced version of the above.
|video = [https://www.youtube.com/watch?v=PNmIcFZhRg4 YT]
|checkedVersion = 1.34
}}
|-
{{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 = Medium
|notes = BnB Dust combo
|video = [https://www.youtube.com/watch?v=e-nYRFBescU YT]
|checkedVersion = 1.34
}}
|-
{{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 = 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 = 1.34
}}
|-
{{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 = 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 = 1.34
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|D|5D}} > RRC > {{clr|D|5[D]}} > 66{{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|214S}} > {{clr|H|6H}} WS > dash > {{clr|H|623H}}
|position = Corner
|damage = 173
|tensionGain = ~10%
|worksOn = Everyone
|difficulty = Medium
|notes = Consistent and easy tap dust conversion.
|video = [https://youtu.be/emMIqp4TUDQ YT]
|checkedVersion = 1.34
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|D|5D}} > RRC > (dl.) {{clr|H|236H}} > {{clr|H|5H}} > {{clr|H|623H}} > (dl.) {{clr|S|c.S}} > {{clr|H|6H}} WS > dash > {{clr|H|623H}}
|position = Corner
|damage = 181
|tensionGain =
|worksOn = Everyone
|difficulty = Hard
|notes = More optimal tap dust conversion, at the cost of some consistency. Delay on {{clr|H|236H}} to hit all three hits is dependent on distance and character hurtboxes; no delay is needed for some characters, but others will only connect 1 or 2 hits of {{clr|H|236H}}.
|video = [https://youtu.be/WnNXrdyHv_A YT]
|checkedVersion = 1.34
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|D|2D}} > {{clr|K|214K}} > 66{{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}}
|position = Anywhere
|damage = 123
|tensionGain = 18%
|worksOn = Everyone
|difficulty = Medium
|notes = CH {{clr|D|2D}} confirm into hard knockdown.
|video = [https://youtu.be/jmc2PxVWkrg YT]
|checkedVersion = 1.34
}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
{{GGST-ComboTableRow
|combo = CH {{clr|D|2D}} > {{clr|S|c.S}} > dc > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}} > 66 {{clr|K|5K}} OTG
|position = Anywhere
|damage = 155
|tensionGain =
|worksOn = Everyone
|difficulty = Hard
|notes = CH {{clr|D|2D}} confirm at point blank - can follow up with dash cancel {{clr|K|5K}} meaty oki. Works from farther away with a 2-frame microdash before the {{clr|S|c.S}}.
|video = [https://youtu.be/ARyZMMMNN3I YT]
|checkedVersion = 1.34
}}
|-
|-
| | || || || || || [1] {{clr|1|Very Easy}} ||
{{GGST-ComboTableRow
|combo = CH {{clr|D|2D}} > {{clr|S|c.S}} > dc > {{clr|S|c.S}} > {{clr|H|5H}} > dl. {{clr|S|214S}} > 66 {{clr|K|2K}} > {{clr|H|6H}} > {{clr|H|623H}} > {{clr|H|623H}}
|position = Midscreen
|damage = 222
|tensionGain =
|worksOn = Everyone
|difficulty = Hard
|notes = CH {{clr|D|2D}} confirm from point blank spacing at round start distance or closer. May not need to delay {{clr|S|214S}} depending on character - the higher you hit {{clr|S|214S}}, the further the combo works from.
|video = [https://youtu.be/5HrRUkjbUWM YT]
|checkedVersion = 1.34
}}
|-  
|-  
| | || || || || || [2] {{clr|2|Easy}} ||
{{GGST-ComboTableRow
|-
|combo = CH {{clr|D|2D}} > {{clr|S|214S}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|623H}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|623H}}
| |  ||  ||  ||  ||  || [3] {{clr|3|Medium}} ||
|position = Corner
|-
|damage = 222
| | ||  ||  ||  ||  || [4] {{clr|4|Hard}} ||
|tensionGain = 36%
|-  
|worksOn = Everyone
| |  ||  ||  ||  ||  || [5] {{clr|5|Very Hard}} ||
|difficulty = Hard
|notes = After hitting Dire Eclat, do a micro dash to connect {{clr|K|5K}}.
|video = [https://youtu.be/wb-bvrwXQDU YT]
|checkedVersion = 1.34
}}
|-
|-
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
===Jump-in Starters===
|+{{clr|5|Dust}} Combos
{| class="wikitable sortable"  
|+Jump-in Starters
|-
{{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 = 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 = 1.34
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|K|236K}}(2) > 66RRC > {{clr|H|2H}} > {{clr|K|214K}} WS {{clr|H|623H}}
|position = Midscreen/Near Corner/Corner
|damage = 200
|tensionGain = -47%
|worksOn = Everyone
|difficulty = Easy
|notes = RC extension for the above combo that will wall stick via {{clr|K|214K}} from midscreen or closer.
|video = [https://youtu.be/xKQmjt7YyhU YT]
|checkedVersion = 1.34
}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
{{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}}
|position = Near Corner
|damage = 197
|tensionGain = ~+34%
|worksOn = Everyone
|difficulty = Medium
|notes = Simple meterless wallbreak combo from {{clr|H|j.H}} when near the corner. Requires relatively precise positioning for {{clr|H|6H}} to bounce them correctly so {{clr|K|214K}} connects.
|video = [https://youtu.be/S0HkENG6HSI YT]
|checkedVersion = 1.34
}}
|-
|-
| | {{clr|5|5[D]}}, [8/9], {{clr|4|j.H}} > {{clr|3|j.S}} > jc > {{clr|4|j.H}} > {{clr|3|j.S}} > {{clr|4|j.H}} > jc > {{clr|3|j.SS}} || Anywhere || || || Everyone || {{clr|2|Easy}} ||
{{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 = 213
|tensionGain = ~-30%
|worksOn = Everyone
|difficulty = Medium
|notes = Deep {{clr|H|j.H}} needed for {{clr|S|c.S}} to work. Works in corner/near corner.
|video = [https://youtu.be/7J_om4i1QAw YT]
|checkedVersion = 1.34
}}
|-  
|-  
| | {{clr|5|5[D]}}, [8/9], {{clr|4|j.H}} > {{clr|3|j.S}} > jc > {{clr|4|j.H}} > {{clr|3|j.S}} > {{clr|4|j.H}} > jc > {{clr|2|j.K}} > {{clr|3|j.SS}} || When Cornered || 211 || || Everyone || {{clr|3|Medium}} || You can tack on a {{clr|2|j.K}} after the second jump cancel for a bit of extra damage. However, it doesn't seem like this is possible if you Dust your opponent midscreen, or when they're in the corner. Only when you're cornered can you apparently get this extra attack in. It could possibly be that the time allowed for a Dust combo depends on where you were when you launched them. Even with this added time in the air 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.
|-
|-
{{GGST-ComboTableRow
| | || || || || || [3] {{clr|3|Medium}} ||
|combo = {{clr|H|j.H}} > {{clr|D|j.D}} > adc > {{clr|K|j.K}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|K|214K}} > {{clr|H|6H}} > WS {{clr|S|214S}}
|-
|position = Midscreen
| | || || || || || [4] {{clr|4|Hard}} ||
|damage = 185
|-
|tensionGain = 25%
| | || || || || || [5] {{clr|5|Very Hard}} ||
|worksOn = Everyone
|difficulty = Medium
|notes = Meterless wallbreak from midscreen that uses up an air action.
|video = [https://youtu.be/llcEi6ldZ00 YT]
|checkedVersion = 1.34
}}
|-
|-
{{GGST-ComboTableRow
|combo = {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|K|236K}}(2) > RRC > mircodash {{clr|D|5[D]}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|623H}} > WS {{clr|H|623H}}
|position = Midscreen
|damage = 222
|tensionGain = 20%
|worksOn = Everyone
|difficulty = Medium
|notes =
|video = [https://youtu.be/YLJhmpCDEEU YT]
|checkedVersion = 1.35
}}
|-
|-
{{GGST-ComboTableRow
|combo = {{clr|H|j.H}} > {{clr|H|j.623H}} > 22RRC > {{clr|H|236H}} > {{clr|H|2H}} > {{clr|H|j.623H}}> {{clr|S|c.S}} > {{clr|H|6H}} > WS {{clr|H|623H}}
|position = Midscreen
|damage = 238
|tensionGain = ~5%
|worksOn = Everyone
|difficulty = Hard
|notes =
|video = [https://youtu.be/vhDk0jfMfLM YT]
|checkedVersion = 1.35
}}
|-
|-
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
===Throw Starter===
|+Ground Throw Starter
{| class="wikitable sortable"  
|+Throw Starter
|-
{{GGST-ComboTableHeader}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
{{GGST-ComboTableRow
|-  
|combo = Throw 66RRC > {{clr|S|c.S}} > {{clr|H|2H(2)}}  > {{clr|K|214K}} > {{clr|H|5H}} > {{clr|K|214K}} WS > {{clr|H|623H}}
|| Throw > {{clr|4|6H}} || Midscreen || 91 || 14% || All || {{clr|1|Very Easy}} || Guaranteed followup to a midscreen throw. Loses the hard knockdown, but sets up a meaty Stun Edge that covers most wakeup options that aren't invincible for fast low profile, such as Sol {{clr|5|2D}}
|position = Midscreen/Near corner
|damage = 165
|tensionGain = ~-36%
|worksOn = Everyone
|difficulty = 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.
|video = [https://www.youtube.com/watch?v=li7pNqGu7ps YT]
|checkedVersion = 1.34
}}
|-
|-
|| Throw > {{clr|4|6H}} || Corner || 91 || 14% || All || {{clr|1|Very Easy}} || Guaranteed followup to a corner throw. Loses the hard knockdown, but sets up a meaty {{clr|4|6H}} that beats any non-blocking option that isnt a reversal.
{{GGST-ComboTableRow
|combo = Throw 44RRC > {{clr|H|236H}} > dash > {{clr|S|2S}}  > {{clr|H|5H}} > {{clr|K|214K}} WS > {{clr|H|623H}}
|position = Corner
|damage = 167
|tensionGain = ~ -40%
|worksOn = Everyone
|difficulty = 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 = 1.34
}}
|-
|-
|| Throw 66(RC) > {{clr|5|5[D]}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|2|5K}} > {{clr|4|623H}} || Midscreen/Near corner || 148 || || All || {{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 wallstick,  but the soft knockdown can still allow for an oki setup. {{clr|3|214S}} can be used as the ender if you're not close enough for {{clr|4|623H}}
{{GGST-ComboTableRow
|combo = Throw 44RRC > {{clr|H|236H}} > (66) {{clr|H|6H}} > {{clr|H|623H}} > {{clr|S|c.S}} > {{clr|H|623H}}
|position = Corner
|damage = 177
|tensionGain = ~-35%
|worksOn = Everyone
|difficulty = Hard
|notes = Burst-safe corner throw RC route. Dashing {{clr|H|6H}} is only necessary if the opponent actually bursts. 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 = 1.34
}}
|-  
|-  
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
===Special Move Starters===
|+ These combos need a total DMG value on them
{| class="wikitable sortable"  
|+Special Move Starters
|-
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|K|214K}} > {{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}}
|position = Anywhere
|damage = 89
|tensionGain = ~18%
|worksOn = Everyone
|difficulty = Very Easy
|notes = Ground counterhit Foudre Arc combo.
|video =
|checkedVersion = 1.34
}}
|-
{{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 = Easy
|notes = Air hit Foudre Arc combo. Works on counterhit as well
|video = [https://www.youtube.com/watch?v=VgIRCrNpcR4 YT]
|checkedVersion = 1.34
}}
|-
|-
! Combo !! Position !! Works on: !! Difficulty !! Notes
{{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 = 207
|tensionGain = 36%
|worksOn = Everyone
|difficulty = 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 = 1.34
}}
|-
|-
| | || || || || || || [1] {{clr|1|Very Easy}} ||
{{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}}
| | || || || || || || [2] {{clr|2|Easy}} ||
|position = Corner
|-  
|damage = 224
| | || || || || || || [3] {{clr|3|Medium}} ||
|tensionGain = 37%
|-  
|worksOn = Everyone
| | || || || || || || [4] {{clr|4|Hard}} ||
|difficulty = Medium
|-  
|notes = Close range corner dire eclat CH combo. Drops if Eclat is hit from too far away.
| | || || || || || || [5] {{clr|5|Very Hard}} ||
|video = [https://www.youtube.com/watch?v=Ch-noeRhsCo YT]
|checkedVersion = 1.34
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|S|214S}} > dash > {{clr|H|5H}} > {{clr|K|214K}} > {{clr|H|5H}} > {{clr|K|214K}}
|position = Anywhere
|damage = 136
|tensionGain = ~32%
|worksOn = Everyone
|difficulty = Very Hard
|notes = Semi-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 = 1.34
}}
|-
{{GGST-ComboTableRow
|combo = CH Shock State {{clr|H|623H}} > dash > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|214K}}
|position = Anywhere
|damage = 129
|tensionGain = ~20%
|worksOn = Everyone
|difficulty = Hard
|notes = Pretty hard timing to dash after the {{clr|H|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 = 1.34
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|K|236K(2)}} > RRC > dash > {{clr|D|[5D]}} > {{clr|S|c.S}} > dc > {{clr|K|2K}} > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}}
|position = Anywhere
|damage = 157
|tensionGain = ~-40%
|worksOn = Everyone
|difficulty = Hard
|notes = 50 tension Stun Dipper RC combo, a cornerstone of your neutral.
|video = [https://youtu.be/uXkSc8M6cks YT]
|checkedVersion = 1.34
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|K|236K(1)}} > RRC > 66{{clr|D|[5D]}} > {{clr|S|c.S}} > {{clr|K|6K}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|214S}} > {{clr|H|6H}} WS > 66{{clr|H|623H}}
|position = Corner
|damage = 196
|tensionGain = ~-40%
|worksOn = Everyone
|difficulty = Medium
|notes = 50 tension wallbreak combo off of stun dipper in the corner.
|video = [https://www.youtube.com/watch?v=J5B03fb7tlMYT YT]
|checkedVersion = 1.34
}}
|-
|-
|}
|}


==Combo Theory==
==Extra Combo Theory==
=== {{clr|D|5[D]}} Pickup ===
After Red Roman Cancel and also certain counterhits (such as CH {{clr|S|c.S}}), Ky can use a fully charged {{clr|D|5[D]}} to launch the opponent higher up into the air, resulting in higher damage combo extensions. The easiest and most reliable route after {{clr|D|5[D]}} popup is {{ComboText|{{clr|K|5K/2K}} > {{clr|H|6H}} > {{clr|D|236D}} > (...)}}, but a deep dash-in after {{clr|D|5[D]}} into air hit {{ComboText|{{clr|S|c.S}} dash cancel {{clr|S|c.S}} > (...)}} routes deals optimal damage.
 
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 enough in any other combo route.


==={{clr|4|2H}} > Foudre Arc===
==={{clr|H|2H}} > Foudre Arc===
{{clr|4|2H}} can be comboed into Foudre Arc ({{clr|2|214K}}) on most characters. It does not work on Sol, Ky, May, Anji, and Giovanna. However, it could still be worth trying if the opponent is in Shock State due to Foudre Arc being very plus on block if blocked while in Shock State, allowing for a reset situation. You could go for tick throws with {{clr|1|2P}}, a low with {{clr|2|5K}}, or a blockstring ending with Stun Edge to reapply Shock State after Foudre Arc gets rid of it, allowing you to go for another Foudre Arc in neutral or in another blockstring and pressure them again if they respect it too much. Be wary of how long the opponent has been in Shock State, since it does not last very long and could wear off when you've already committed to a Foudre Arc. You're still safe on block, but you'll be -1 at point blank or between 0 and +6 depending on spacing. Or, if they've been hit by your {{clr|4|2H}} and Shock State wears off before Foudre Arc hits, you will not be able to link anything afterward.
{{clr|H|2H (2)}} universally combos into {{clr|K|214K}} against all grounded opponents if they are in Shock State


If Foudre Arc hit your opponent while they were in Shock State, you can usually link a {{clr|2|5K}} or {{clr|2|2K}} and cancel that into Stun Dipper 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 than its standing counterpart. 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 over Stun Dipper, since their hurtboxes are bigger than the other characters, on whom max range {{clr|2|2K}} > Dire Eclat will not work on. This will reapply Shock State, making it preferable over Stun Dipper for these characters.
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 {{Character Label|GGST|Faust}}, {{Character Label|GGST|Potemkin}}, {{Character Label|GGST|Leo Whitefang}}, and {{Character Label|GGST|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. 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.


==={{clr|3|c.S}} > {{clr|4|5H}} > Stun Edge===
If the Stun Edge is PRC'd, you can continue the combo using the hitstun of Stun Edge. However, it seems that most characters require dash momentum for {{clr|3|c.S}} > {{clr|4|5H}} into Stun Edge to combo. Will have to test more when the game releases.
==Navigation==
==Navigation==
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{GGST/Navigation}}
{{Navbar-GGST}}

Latest revision as of 20:52, 17 April 2024



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Read First

  • All damage values are tested on  Ky at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
  • The list is focused on most practical examples, not every single option that exists.
  • The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).
  • All Wallbreak combos that end with 214SGGST Ky Kiske 214S.pngGuardAllStartup14Recovery25Advantage-8 [-6] can be ended with 623HGGST Ky Kiske 623H.pngGuardAllStartup13Recovery44Advantage-38 [-33] for more damage, or 236[D]GGST Ky Kiske 236D.pngGuardAllStartup16~28Recovery20Advantage-4 for hard knockdown. If you would like to spend meter for more damage, keep Shock State, and get hard knockdown after Wallbreak use 236236PGGST Ky Kiske 236236P.pngGuardAll [All (Guard Crush)]Startup4+3RecoveryTotal 38Advantage+10 [+26].

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple
  1. BNB Close Range Ground Combo
  2. Close Range Okizeme Ender
  3. Close Range Light Starter
  4. Mid Range Poke Starter
  5. Anti-Air/Anti-Poke Starter
  6. Charged Dust Starter

BNB Close Range Ground Combo

BNB A staple combo that is simple yet effective. Close Range Ground ComboThe one combo you should never forget.
118 Damage
Very Easy

c.S > 2H > 214S
This combo is a staple that all Ky players should know, as it applies Shock State on hit and gives a Hard Knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc., which can set up for Ky's dangerous okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. game or give him a meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.. This combo can also do some heavy lifting for Ky when performing a block string A series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense. in terms of decision making. This is due to the ender of this combo being safe to counterattacks on block

In addition, the 2H part of this combo can be delayed on block to catch opponents trying to press buttons during Ky's c.S pressure. This in turn opens them up to a throw once they stop mashing buttons, which also gives a meaty attack.

In the midscreen, Ky usually just gets a meaty c.SGGST Ky Kiske cS.pngGuardAllStartup7Recovery10Advantage+1 after 214S, but in the corner it becomes much easier for Ky to use 236HGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25] after 214S to gain lots of frame advantage on block. For more information on Ky's okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., check his Strategy page here.

Close Range Okizeme Ender

Close Range Okizeme EnderWhen you need a more direct way to start your offense.
46-50 Damage (Depending on starter)
Very Easy

Starter > 2D > dl. 236H
A simple yet essential string in any Ky's repertoire, for it grants a Hard Knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. that starts his okizeme game with 236HGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25] anywhere on the stage.

Ky's starters into 2D include: 5K, 2K, and c.S. 2K is often used in neutral situations due to its balance of range and speed to catch the opponent off guard in neutral with a run up into the move. This works very well as 2K has a decent amount of range, is fast, and combos into 2D at many distances. 5K is more often used during okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. with its infamously long active frames and quick recovery. c.S is used to easily catch escapes with a jump. This is done by delay canceling into 2D on block. c.S also can be used as a way to go into okizeme from a punish Attacking someone when they are unable to block, making the damage guaranteed. that is slightly more damaging.

This combo done with K buttons also works great as a jump in starter from IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. j.H for easy air to ground conversions.

On block, this combo provides many opportunities for catching the opponent off guard during block pressure. For example, using 5K with a slight (2f minimum) delay into 2D is a 1f (minimum) frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own., which when canceled into 214S is a natural 1f double frame trap and safe situation if the opponent is not hit by 2D.

2K > 2D into a blocked 214S can be used after a blocked Shock State 214KGGST Ky Kiske 214K.pngGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12] for a Frame Trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own., but it also combos if the opponent is hit by the SS 214K.

Close Range Light Starter

Close Range Light StarterSometimes it's all you get.
64-71 Damage (Depending on amount of Ps used.)
Very Easy

(5P or 2P) xN > 6P > 214S
A versatile string for Ky to confirm a knockdown from 2P, either during low-risk pressure or to regain control of the situation from 2P abare An attack during the opponent's pressure, intended to interrupt it.. Even if this starter does not give the option of 236HGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25] okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., it is still necessary due to not having access to 2D from P normals. This gives similar oki to the BNB Close Range Ground Combo posted above. This combo also works as a good block string confirm from close range, due to the 214S ender being safe on block from all ranges.

Subtract the amount of Ps based on range from the opponent, as too many will cause 6P to whiff. Generally, if Ky is almost touching their collision box you are able to get two hits before needing to gatling into 6P.

Mid Range Poke Starter

Mid Range Poke StarterThe best way to convert from controlling space to starting offense.
62-97 Damage (Depending on starter)
Easy

Midrange Starter > (5H) > (dl.) 236K
In most cases Ky is not able to convert into 214S from far-reaching pokes, so this combo is his next best option to still score a knockdown. However, Stun DipperGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14] only provides a Soft Knockdown A knockdown that puts the character into a state that may allow the character to get up off the ground earlier than a Hard Knockdown, giving the offender less options for continuing offense., so Ky does not have time for 236HGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25] and only gets a meaty 5K afterwards.

Notable midrange starters include: 2S and f.S. f.S goes farther but could get changed to a c.S input if done too close, while 2S goes a little shorter but always will be the same move, regardless of proximity.

A max range f.S or 2S will only be able to convert into 236K. If the combo is started right next to the opponent, you will have to delay the 236K after the 5H in order for the 236K to connect both hits. This combo's beginning also can be used as a great block string. Parts of this combo can catch opponents jumping out of block stun during block strings by using a delayed gatling to 2S from c.S on block. This can then lead to a 5H > 236K on hit (most of the time) or 5H > 236S on block.

On Counter Hit, f.S and 2S will directly combo into 236K from any range due to the CH slowdown.

On block, 236SGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14 can work as a block string A series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense. ender off of most poke starters due to Ky being out of range for 214S.

Anti-Air/Anti-Poke Starter

Anti-Air/Anti-Poke StarterStopping approaches from any angle.
68 Damage
Very Easy

6P > 214S/214K
The upper body invincibility also naturally makes 6P a reliable anti-air, stopping opponents both jumping and Instant Air Dashing in while turning their approach into a Dire EclatGGST Ky Kiske 214S.pngGuardAllStartup14Recovery25Advantage-8 [-6] okizeme situation for Ky.

On Counter Hit, 214KGGST Ky Kiske 214K.pngGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12] also gives a hard knockdown but one that is closer to Ky than 214SGGST Ky Kiske 214S.pngGuardAllStartup14Recovery25Advantage-8 [-6]'s, allowing for more okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. options like dash 236HGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25].

Charged Dust Starter

Charged Dust StarterFor big punishes, or just catching people sleeping.
214 Damage
Easy

5[D] > [7/8/9] > j.H > j.D > 9jc > j.H > j.S > j.H > 9jc > j.HH
A big damage Homing Jump combo from a Charged Dust starter. Charged Dust is slow at 28f startup and reactable as a mix-up, but neither of those factor into its usage as a reliable reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. punish. The Finish Blow smash knockdown ender gives him enough time to run forward for a meaty. You will need a different version of this combo for it to work on  May.

Combo Theory

Get The Knockdown/Push To The Corner


The goal with combos is to end them in a way that gets you some kind of advantage beyond just damage. You can end combos into a knockdown, or corner carry to put yourself in a better position. Each ender you choose will set up a different situation after the combo, so think about what you want to accomplish.

Example enders:

  • ... > 2D
    • Hard knockdown close to Ky, allowing many okizeme setups.
  • ... > 2D > 214S
    • Corner carry with a knockdown farther from Ky that still allows for good oki. Can give the opponent a soft knockdown if too many normals are used beforehand, such as j.H > 2K > 2D > 214S.
  • f.S/2S > 236K
    • Corner carry and damage option, but with weaker oki due to Stun Dipper's short knockdown time.
  • ...(airborne opponent) > 5H/2H > 214K
    • Large amount of corner carry.
  • ... > 632146H / 236236P
    • Overdrive ender for high damage, and in Ride The Lightning's case a huge amount of corner carry, wallbreaking from a slightly further distance than round start position.

214S OTG Relaunch and 6H Wallbounce


In the corner, 6H will bounce the opponent off the wall on hit, which allows combo extensions afterwards with an air hit 214S. This gives Ky enough time to run up for an Off-the-Ground hit. This can be used to continue the combo, with moves such as 2K and 5K.

Essentially, there's a short time after an opponent is hit by 214S that they can be launched into the air again if struck by an attack. The most reliable move you have to do this with is 2K, since it's very fast, reaches a long distance, and gatlings to 6H to allow you to wallbounce the opponent.

If you think the opponent may be too far to hit an OTG relaunch, you can also PRC the recovery of the 214S to make the confirm much easier.

Example routes:

  • c.S > 6H > 214S, 662K > 6H > SS 623H, 5P > 623H
  • CH 214S, 66H > 623H > c.S > 6H > 623H > 623S

j.D Launch


Ky can launch grounded opponents with j.D, allowing him to follow up with an immediate airdash into another aerial button, such as j.P to float the opponent higher, j.S for damage, j.H for midscreen BNBs off of c.S, or j.K for consistency. After the followup air button, Ky can further juggle the opponent by using c.S if close enough, or 2K > 6H when near the corner to extend the combo.

j.D can also be hit confirmed off of a normal or counter hit c.S, and j.D launch routes boast the greatest meterless wall carry out of all grounded Ky combos.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character
  1. Close Range Corner BNB
  2. Close Range Metered Midscreen Starter
  3. Counterhit Combo Repository
  4. Basic Metered Any Starter and Position Combo (Use this combo as a beginner metered combo!)

Close Range Corner BNBUtilize the shock state's launching properties!
238 Damage
Easy

c.S > 6H > 214S > 665K > 6H > 623H > c.S WS > 214S WB
This combo is one of Ky's most damaging, while also being quite short and simple. It can be used as a DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. punish in the corner, a backdash punish in the corner, (usually done by delaying 6H after c.S) or a Blue Burst punish in the corner. In short, this combo is doable off of many punishes in the corner!

There is a microdash in this combo, which is the 665K that gives Ky a vital consistent pickup. This dash might seem tough at first, but remember to not dash for too long and to set a dash button if a double tap is tough on your hands.

Against large hurtbox characters in c.S range, you might have to delay the first 214S after the 6H for the opponent to be closer to you in order to land the 2K WS.

On the second 6H in the combo, instead of continuing, you can special cancel into 236H for an okizeme reset.

Close Range Easier Corner BNBIf the microdash is too tough for you.
231 Damage
Very Easy

c.S > 6H > 214S > 5H > 214K > 6H WS > 214S WB
This combo can be used in all the ways the harder version can be used in but requires less adjustments than the harder version of this combo due to it not requiring a microdash to continue the combo after 214S. It also does not have to be adjusted for large hurtboxes at all. In exchange, Ky loses a bit of damage. In short, use this combo to start if microdashing is too difficult for you.

Optimized Close Range Metered Midscreen Starter

Optimized Close Range Metered Midscreen StarterUtilize the shock state's launching properties, this time with meter!
252 Damage
Easy

c.S > 2H > 214S > 66RRC > 66 > 2H > 623H > c.S > 6H WS > 214S WB
This combo provides a slightly less safe way to catch the opponent's jump after a blocked c.S on offense compared to 2S > 5H but paired with the power of the roman cancel gives it a great reward on hit.

If the opponent stays patient you are still rewarded with a safe blockstring ender in 214S. This means trying to fish for this combo incurs little risk to you.

As long as the first half of the combo includes a 214S in it, it is very likely you can do the RC part of this combo with no issues on multiple different starters.

Doing a delayed 236H after the second c.S provides an okizeme reset.

Counterhit Combo RepositoryClick the buttons above the box to navigate.



Optimized 6H Counterhit Corner StarterUtilize stagger pressure to catch the opponents mashing attempts!
246 Damage
Easy

6H CH > 236H > 6H > 623H > c.S > 6H WS > 214S WB
This combo is one of Ky's most high damaging corner sequences, but may require conditioning the opponent to mash by resetting pressure with a blocked c.S or by using an auto timed frametrap with 2K > 6H, as after the 6H in the corner on block you are still in range for either another 2K string or a cancel into 214S. But the trait that makes this string particularly useful is that it contains a tight gap that is not challengable by 5 frames or slower buttons. Even if your conditioning fails, you can still rely on 214S to end pressure safely after 6H.

Optimized 2D Counterhit Midscreen StarterUtilize stagger pressure to catch the opponents mashing attempts, but in the midscreen!
177 Damage
Medium

2D CH > 214K > 662S > 5H > 214K > 5K > 6H WS > 214S WB
This combo gives you a very high reward off of a low risk string in 2K > dl.2D. As if this fails, you can still rely on 214S to end pressure safely after 2D.

If you are not close to the corner after the second 214K, you can dash up and use 236H for oki.

Optimized 5H Counterhit Midscreen Oki SetupGet some good oki from an auto timed frametrap!
112 Damage
Easy

5H CH > 214K > 2K > 2D > dl.236H
This combo synergizes well with the 2S > 5H blockstring, as if you do it with only a slight delay there will be a gap where the opponent can mash in between 2S and 5H. After hitting this combo, it leaves Ky in the same situation as the Close Range Okizeme Ender combo. The 2S > 5H string is also useful as it has lots of range and can still connect with the opponent even if they are attempting to push you back with Faultless Defense.

If you are in the corner, you can use 6H after 2K instead of 2D for better damage while still getting okizeme. You are able to do 236H without a delay in this situation due to the 6H wallbounce.

Basic Metered Any Starter and Position Combo

Basic Metered Any Starter and Position ComboWorks off of any move that Ky has!
??? Damage
Easy

Starter > RRC > 66c.S > 2S > 5H > 214K
(if in midscreen) 66236H
(if in corner) 665K > 6H WS > 214S WB

This combo can be a good one to start out with if you do not know what to use your meter for in confirms. Red RC is the only way to capitalize off of using 236K raw in neutral, as it is normally very unsafe but very fast as a tradeoff. Using Roman Cancel negates all of the downsides of the move; on block you can convert into a block string and on hit you can confirm into this combo.

This combo also works great off of 5D, as it is normally not comboable at all.

If in the midscreen, using dash 236H will give great okizeme, as 214K gives a hard knockdown.

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

Optimized Close Range Midscreen Burst PunishWallbreak from much farther than normal without any meter!
225-233 Damage (Depends on if 2K or c.S is used after j.H)
Medium

c.S > jc > j.D > adc > j.H > 2K > 6H > 2K > 6H > dl.623H WS > 214S WB
This combo may seem complex, but when boiled down has only a few parts that are needed to be mastered in order to perform it.

This combo is Ky's 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 2K > 6H loop will wallbounce the opponent too quickly and not give enough time for the second loop. In the midscreen the 2K > 6H will just blow the opponent back, not leading to anything afterwards. On block this combo does not provide as much value as a block string as the first beginner combo due to the opponent needing to be standing for the c.S to j.D starter to connect on block and on hit.

This combo is recommended as a blue burst punish after a jump cancelled c.S in this specific position on the screen.

You can also do only one loop of 2K > 6H with a special canceled 236H afterwards for okizeme.

The first 2K can be replaced with a c.S on medium and lightweight characters for extra damage.

Optimized Close Range Fullscreen Burst Punish170-211 Damage
Medium

Base Combo Piece: c.S > jc > j.D > adc > j.H > c.S > dc kara 214K (66214K) > 5H > 214K
If at fullscreen: 66236H
If a little closer to corner: 5K > 6H > 214S

This combo is Ky's best bet in terms of corner carry from a blue burst punish as it can provide oki or a wallbreak if you are close enough to the wall. On block it does not provide as much value as a block string as the first beginner combo due to the fact that j.DGGST Ky Kiske jD.pngGuardAllStartup13Recovery15Advantage- whiffs on crouching opponents from a jump cancelled c.S.

This combo also uses a kara dash cancel, which is performed by doing the dash (usually buffered with the dash button), the move's input, and then the button needed to perform it. This window to input the special is tight at first but becomes easier with practice.

When at fullscreen distance it is best to use 236H for oki after 214K. If you are in the corner after the last 214K, end the combo with a 5K > 6H > 214S for a wallbreak.

Optimized Close Range Fullscreen Heavyweight Burst PunishNeeded for heavyweights only, or as an easier combo.
156-210 Damage
Easy

Base Combo Piece: c.S > jc > j.D > adc > j.K > c.S > 5H > 214K
If at fullscreen: 66236H
If a little closer to corner: 5K > 6H > 214S

This combo provides the same oki as the other fullscreen punish, while also being usable on other weight classes besides heavyweights as an easier combo. This does not allow for the extra corner carry that the dash cancel brings and ends the combo early, but still gives 236H oki and the corner extension if you start the combo in the middle of the screen.

Dragon Install Combo Theory


In Dragon Install, Ky's combos are greatly improved in damage and Okizeme, but they execute somewhat differently. Know well about how the DI specials change to create your own efficient DI combos.

  • The specials are ranked in efficiency for their usage within DI combos, as opposed to neutral or other usage.

H Vapor Thrust (623H)


  • Pre DI: Reversal starter, Shock State combo filler, wall breaker.
  • DI: Better reversal starter (+), all purpose Combo filler (+++), not a good wall breaker (very mild -), air-to-ground combo converter (+).

In DI, H Vapor Thrust is significantly buffed. It pops the opponent very high on hit, even on normal ground hit. Links to a c.S on hit even in midscreen. However, the time to confirm a midscreen hit as a launcher is quite tight, allowing merely 1-2 hits before 623H only, and the route is only reliable when in very limited range (e.g. 5K/2K/c.S > 2D > 623H). Be sure that the opponent is opened up or you will end up with a blocked DP. When the opponent is cornered, the confirm window becomes wider with c.S > 6H > 623H.

Notably DI 623H launches lower and pushes back further as combo time lengthens. To counter this effect, Ky needs to launch the opponent early in the combo, with normals or DI 623H to build up the height, then the rest of the combo can go on with decreased push back and enough height in the air.

Other than combo filler, DI 623H has a less seen use: you can actually use j.623H to confirm air hits into ground combos. This must be done high to gain enough frames to attack before the opponent hits the ground.

623H is "the wall breaker" before DI, but in DI it becomes a 3-hit move, resulting lower wall break damage. Use 5[D] when close and with enough time, or 6H as a quicker and longer substitution.

Stun Dipper (236K)
  • Pre DI: Mid-range soft knock down securer.
  • DI: High damage hard knock down securer, great ender of midscreen combos (++).

Stun Dipper is another greatly buffed move in DI. It now HKDs opponents allowing Charged Stun Edge okizeme, making this move far beyond a mid-range soft knock down securer. Easiest way to utilize DI Stun Dipper is to simply cancel from 2D to add free damage without losing any bit of Okizeme. For short combos in midscreen, Stun Dipper works well against airborne opponents, but usually you need to delay the input for a full hit. Moreover, DI Stun Dipper gets 80% extra damage, making it an optimized ender in case of both damage and Okizeme midscreen.

e.g. 5K > 2D > 236236P, 5H > dl 236K(, 236H) Damage: 171

Foudre Arc (214K)
  • Pre DI: Mid-range hard knock down securer, corner combo filler.
  • DI: Basically works the same, but the damage is poor when compared to other DI moves (-). More inconsistent issues with 3 hits (-).

DI Foudre Arc works pretty much the same in DI, but the damage is much lower than DI 623H. This means the more Foudre Arcs you use in a combo, the poorer damage it will deal. As a mid screen HKD ender, it deals less damage than Stun Dipper with no other advantage. However, Foudre Arc still holds the place of the corner pusher when the opponent is out of DI 623H's range.

Another issue of DI Foudre Arc is the increased hits. DI Foudre Arc tends to whiff some hits when used late in a combo, due to the opponent being 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 in a very poor ender: it is not damaging at all and impossible to convert into a super Wall Break.

e.g. 5K > 2D > 236236P, 5H > 214K(, dash button236H) Damage: 160

Dire Eclat (214S)
  • Pre DI: Mid screen close range hard knock down ender, frametrap meterless CH combo starter, high damage Shock State applier in corner combos.
  • DI: Still a nice close range hard knock down ender (~), more damaging frametrap meterless CH combo starter with larger push back (~), no more Shock State during DI, and it is a overall bad move mid combo (--).

Dire Eclat is always "the move" to cancel into after 2P/5P*n > 6P, in DI or not. It still holds the ability to start meterless frametrap CH punish combos, with improved damage during DI.

e.g. Corner CH 214S > 665K > 6H > dl.623H > c.S > 6H WS 5[D] Damage: 215.

When used mid-combo, the increased hits make the push back so hard that OTG pick up is extremely hard. If you are in range of DI Dire Eclat, you can almost always do 623H instead to reach much higher damage with even easier execution. This move also has the same multi-hit based problem just like DI Foudre Arc, making it a poor Wall Sticker.

Stun Edge (236S)


  • Pre DI: Rarely used in combo without RC.
  • DI: Optimized Wall Sticker, but with some very tight calculation and execution (+).

DI Stun Edge gets 100% damage boost, hits quite hard at 60 damage, and 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 an early Wall Break. On a successful Wall Stick, use 5[D] when close, or 6H as a quicker and longer substitution. Other than that, it remains the same with high damage boost, and works well with Purple Roman Cancel.

e.g. Midscreen c.S > 623H, c.S > 5H > 623H, c.S > 236S WS, 5[D] Damage: 273 
     ... > 214S WS WB Damage: 260  
     ... > 6H WS, 5[D] Damage: 272 (so use 6H WS instead if not so confident.)

S Vapor Thrust (623S)


  • Pre DI: Shock State anti-air reversal starter.
  • DI: Anti-air reversal starter (mild +).

DI S Vapor Thrust is not as damaging as 623H, but you occasionally need to use it for its speed and to cover cross-ups with its more vertical travel direction. It pops up significantly lower than the H version so it needs some height already built against an airborne opponent. You will have to decide which move you should use to catch the opponent falling, depending on their height, distance, and how the hit connects. It is usually not a good idea to use this move mid-combo, since this move deals significantly lower damage than other DI specials (60), and it lacks the forward hitbox or momentum to reliably land both hits.

Charged Stun Edge (236H)


* Pre DI: Okizeme meaty starter, Burst free combo filler, usually works with RC.

  • DI: Pretty much the same, but with longer hit animation for heavier button to follow up (+).

In short, not much is different.
placeholder text

Combo List

  • All damage values are tested on  Ky at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • 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 difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).

5P/2P/6P Starters

5P/2P/6P Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
(2P)*1-3 > 6P > 214S Anywhere 64~71 Everyone [1] Very Easy Tension Gain: 16%
Simple confirm from 2P that grants Shock State. Subtract 2P's based on range and dash momentum. Works off of 5P too, but it whiffs on most crouchers.
YT 1.34
(2P)*1-3 > 6P > 236D > c.S > 2H > 214S Anywhere 83 Everyone [1] Very Easy Tension Gain: 24%
2P combo extended with 50% Burst.
1.34
2P > 6P > 236D > c.S > (2H > 214K)*1-4, f.S, WS! 665[D] Anywhere 125~136 Everyone [3] Medium Tension Gain: 28%~37%
Dragon Install loop from a 2P starter extended with 50% Burst. Number of loops depends on the opponent's distance from the corner. If Foudre Arc wall sticks the opponent, skip f.S.
1.34
2P > 6P > 236D > c.S > 2H > 214S, 5H > Whiff 214S, WS! 214S Corner 128 Everyone [2] Easy Tension Gain: 33%
2P corner combo extended with 50% Burst. After 5H, use Dire Eclat twice in a row. The first will whiff and generate a little extra meter, the second will wall break.
1.34
2P > 6P > 214S > RRC, 665[D], c.S > 2S > 5H > 214K Anywhere 133 Everyone [2] Easy Tension Gain: -36%
2P combo extended with 50% Tension.
1.34
2P > 6P > 214S > 66RRC, 236H, 66c.S > 2S > 5H > 214K Anywhere 138 Everyone [3] Medium Tension Gain: -35%
Advanced 2P combo extended with 50% Tension.
1.34
2P > 6P > 236236H, 66(2H > 214K)*2-5, (f.S,) WS! 665[D] Midscreen 216~228 Everyone [3] Medium Tension Gain: -42%~-40%
Dragon Install loop from a 2P starter extended with 50% Tension. Number of loops depends on the opponent's distance from the corner. If Foudre Arc wall sticks the opponent, skip f.S.
1.34
2P > 6P > 214S > 66RRC, 236H, 2H > 623H, c.S > WS! 214S Anywhere 188 Everyone [3] Medium Tension Gain: -35%
Advanced 2P corner combo extended with 50% Tension.
1.34
CH 2P > 6H > 236K Midscreen 77 Everyone [1] Very Easy Tension Gain: 14%
Basic counter hit 2P combo.
1.34
CH 2P > 6H > 236K, > RRC, 665[D], c.S > 2S > 5H > 214K Midscreen 144 Everyone [2] Easy Tension Gain: 15%
Counter hit 2P combo extended with 50% Tension.
1.34
AA 5P, c.S > dc, c.S > 2S > 5H > 214K Anywhere 119 Everyone [2] Easy Tension Gain: 24%
Standard anti-air 5P combo. Can be further extended when reaching or started in the corner.
YT 1.34
AA 5P, c.S > dc, c.S > 2S > 5H > 214K, 5H > 214K, WS! 214S Midscreen 168 Everyone [3] Medium Tension Gain: 34%
Corner only extension for anti-air 5P starter. May wall splat after 5H, skip straight to Dire Eclat if this occurs.
YT 1.34
AA 5P, c.S > dc, c.S > 623H, c.S > 2S > 5H > 214K Anywhere 149 Everyone [2] Easy Tension Gain: 30%
Dragon Install anti-air 5P combo.
1.34
AA 5P, c.S > dc, c.S > 6H > 623H, 2K > 6H, WS! 5[D] Midscreen 189 Everyone [3] Medium Tension Gain: 29%
Corner only extension for anti-air 5P starter.
1.34

5K/2K/6K Starters

5K/2K/6K Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5K/2K > 2D > 214S Anywhere 66~70 Everyone [1] Very Easy Tension Gain: 16%
Confirm into Dire Eclat. Grants Shock State and a knockdown.
YT 1.34
5K/2K > 2D Anywhere 46~50 Everyone [1] Very Easy Tension Gain: 10%
Confirm off of 5K or 2K into 2D into meaty Charged Stun Edge for both okizeme and Shock State. The CSE will pass over them by the time they get up unless you delay it or if the opponent was hit by 2D at a far enough range.
YT 1.34
5K/2K > 6H > 214S, 662K/5K > 6H > 623H, c.S WS 623H/214S Corner 181 Everyone [4] Hard Tension Gain: 30%
High damage corner combo for when the opponent is hit crouching. Wall break with 214S to trade damage for Shock State.
YT 1.34
5K/2K > 2D > 214S > RRC, 66c.S > 5H > 623H, c.S > 6H WS > 623H Back to Corner 184 Everyone [3] Medium Tension Gain: ~-20%
Side switches and wall breaks. Run under the opponent after the RRC. The RRC can be done as either neutral RRC or 88RRC, but 66RRC will not let you run under the opponent.
YT 1.34
Meaty 5K > c.S > 5H > 236K Anywhere 91 Everyone [4] Hard Only works if hitting with the very last frame of 5K, such as after a "safe jab" 5K. YT 1.34
Meaty 5K > c.S > 6H > SS 623H > c.S > 6H > WS > 214S Corner 179 Everyone [5] Very Hard Tension Gain: ~-20%
The above combo modified to break the wall in shock state.
YT 1.34

c.S/f.S/2S Starters

c.S/f.S/2S Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > 2H > 214S Anywhere 118 Everyone [1] Very Easy Tension Gain: +12%
Applies Shock State. Sets up safejumps with IAD j.H or 66214K. You can also start this combo with f.S/2S with dash momentum
YT 1.34
c.S > jc > j.D > 66 > j.H > c.S > 5H > 214K > c.S > 6H WS > 214S Round Start 220 Everyone [4] Hard Tension Gain: ~40%
Universal route for all characters since 1.30 weight normalization. Combo also works on counter hit if the jump cancel is a 7jc instead of 8 or 9.
YT 1.34
c.S > 6H > dl > 214S, 665K/2K > 6H > 623H, c.S WS 623H/214S Corner 238 Everyone [3] Medium Tension Gain: +34%
High damage meterless corner combo from c.S. For the delay between 6H and 214S, wait until the character has popped out of the corner to 214S.
YT 1.34
CH c.S > 5[D] > microdash , 5K > 6H > 214K, c.S6H WS 214S Near Corner 231 Everyone [4] Hard Tension Gain: +40%
Counter Hit c.S punish meterless combo that uses 5[D] as launcher on CH confirm. If CH c.S has dash momentum, 5K will connect without the microdash.
YT 1.34
f.S/2S > 5H > 236K Anywhere 97 Everyone [2] Easy Tension Gain: +17%
Very spacing dependent. At round start omit the 5H and go straight into dipper. Has a throw/blockable gap if f.S/2S has dash momentum or lands too close.
YT 1.34
CH f.S/2S > 5H > ST 214K > 2K > 2D Anywhere 128 Everyone [4] Hard Requires both Counter Hit and Shock State. Omit 5H when hitting at longer ranges or else the 2K will not connect. YT 1.34
CH f.S/2S > 5H > ST 214K > 2K > 6H > 236K > WS 214S Corner 187 Everyone [5] Very Hard The above combo modified to break the wall. You can't omit the 5H or it won't wall splat. YT 1.34
CH f.S > 236[D] > dl. 6H > 6H > 214S > 6H WS 66623H Round Start 206 Everyone [4] Hard Tension Gain: ~37%
Universal wall break off of a CH f.S at roundstart. Delay the first 6H, as buffering the input will result in them going over it.
YT 1.34

5H/2H/6H Starters

5H/2H/6H Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
AA 2H(1~2) > 623H Anywhere 87~96 Everyone [1] Very Easy Tension Gain: ~8%
Basic anti-air confirm. Should work at any height on both normal and counter hit, and also works on grounded hit provided Ky is close enough.
YT 1.34
AA 2H(1) > 214K > 5H > 214K Midscreen 116 Everyone [2] Easy Tension Gain: ~19%
Anti-air confirm on falling opponent. Sends the opponent to the corner. At max height 2H hit, the 214K will send the opponent flying in the opposite direction and drop the combo.
YT 1.34
AA 2H(1) > 214K > 5H > 214K > c.S > 214S WS 623H Near Corner 182 Everyone [2] Easy Tension Gain: +~30%
Similar to above combo adjusted for being close enough to wall stick with 214S and then break with 623H.
YT 1.34
CH 2H(2) > 236H > dash > c.S > 2H(2) > 214K > 5K > 214S Anywhere 184 Everyone [3] Medium Tension Gain: ~40%
High damage DP punish. You can end on super (or double super).
Gfy 1.34
CH 2H(2) > 236H > 6H > 623H > c.S > 5H WS 623H Corner 245 Everyone [3] Medium Tension Gain: +36%
Grounded corner 2H Counter Hit punish. Useful after baiting a throw break attempt with backdash.
YT 1.34
CH 2H(2) > 236H > 66 c.S > 2H(2) > 214K > c.S > 5H > WS Near Corner 188 Everyone [3] Medium Tension Gain: ~38%
Good punish or stagger pressure option for Ky when near the corner. This sets up into a wall slump where you can use 2H(2) > 214K as a safe jump.
YT 1.34
CH AA 2H(1) > 236H > 6H > 623H > c.S > 5H > 214K WS 623H Corner 243 Everyone [3] Medium Tension Gain: +38%
Anti Air 2H Counter Hit meterless punish in corner.
YT 1.34
2H(2) > 214S > 5K > 6H > 623H > c.S WS 623H Corner 221 Everyone [4] Hard Tension Gain: +30%
6H cancel into 623H is pretty tight. c.S can fail to wall stick if hit too late, so c.S can be replaced by 623S for a slightly more consistent combo that deals 1 less damage.
YT 1.34
6H > 214S > 66 5K > 623H > c.S > 6H WS > 623H Corner 224 Everyone [4] Hard Tension Gain: 44%
6H meterless normal hit confirm. At max range, use 2K instead of 5K.
YT 1.34
6H > 6H > c.S > 6H > 214S > 6H WS > 623H Near Corner 234 Everyone [4] Hard Tension Gain: 34%
6H meterless normal hit confirm that only works when opponent is slightly out of the corner. Effective range changes depending on character, but is roughly where camera starts scrolling away from corner. Replace c.S with 5K when spaced further from opponent.
YT 1.34
6H > 66 c.S > dc > c.S > 6H > 214S > 6H WS > 623H Next to Corner 226 Everyone [5] Very Hard Tension Gain: 34%
6H meterless normal hit confirm that only works when opponent is very slightly out of the corner. Incredibly small window of spacing where this is more efficient than other combos.
YT 1.34
CH 6H > dl.214K > 662S > 5H > 214K Anywhere 142 Everyone [3] Medium Tension Gain: ~30%
BnB meterless 6H counterhit confirm.
YT 1.34
CH 6H > 236H > 66 5H > 623H > 5H > dl. 214S > 6H WS > 623H Corner 259 Everyone [4] Hard Tension Gain: 44%
Highest damage meterless 6H counterhit confirm. Second 5H is pretty tight and requires a relatively meaty hit of 623H; if you feel like you're not going to land it, use the easier combo below instead. Some characters don't need 214S to be delayed.
YT 1.34
CH 6H > 236H > 66 5H > 623H > c.S > 5H > 214S WS > 623H Corner 253 (LE) Everyone [3] Medium Tension Gain: 44%
Adjustment of the above. High tension gain for both combos means you can often wallbreak with RTL (632146H) to take oki after the reset. (Effective tension gain before wallbreak is 40%)
YT 1.34
CH 6H > 66 > 2H > delay 214S > 6H > 623H > c.S > WS > 623H Near corner 242 Everyone [4] Hard Tension Gain: ~+35%
Works a bit away from the corner, but requires a dash before the 2H to get to the corner. On Leo, use 2K instead of c.S to wallstick.
YT 93017
(PC)
1.34

5D/2D Starters

5D/2D Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D] > [7/8/9] > j.H > j.SS Anywhere 158 Everyone [1] Very Easy Tension Gain: +26%
Simple beginner charged Dust combo.
YT 1.34
5[D] > [7/8/9] > j.H > j.S > 9jc > j.H > j.SS Anywhere 189 Everyone [2] Easy Tension Gain: +29%
Slightly more advanced version of the above.
YT 1.34
5[D] > [7/8/9] > j.H > j.S > 9jc > j.H > j.S > j.H > 9jc > j.SS Anywhere 211 Everyone [3] Medium Tension Gain: +31%
BnB Dust combo
YT 1.34
5[D] > [7/8/9] > j.H > j.S > 9jc > j.H > j.S > j.H > 9jc > j.K > j.SS When Cornered 216 Everyone [3] Medium Tension Gain: 32%
The extra Homing Jump air time from landing 5[D] when cornered allows you to tack on a j.K after the second jump cancel for a bit of extra damage. Even with this added time, you have to be quick and input your attacks as soon as possible. You'll have just barely enough time to get the whole thing. If you aren't cornered, use the above combo instead.
YT 1.34
5[D] > [7/8/9] > (Block burst) > 9 > j.H > j.S > j.H 9jc > j.HH Anywhere 154 Everyone [3] Medium Tension Gain: 18%
Route for blocked burst after Dust launch. The jump after blocked burst needs to be delayed slightly or you will fall out, ending the Homing Jump.
YT 1.34
5D > RRC > 5[D] > 66c.S > 6H > 214S > 6H WS > dash > 623H Corner 173 Everyone [3] Medium Tension Gain: ~10%
Consistent and easy tap dust conversion.
YT 1.34
5D > RRC > (dl.) 236H > 5H > 623H > (dl.) c.S > 6H WS > dash > 623H Corner 181 Everyone [4] Hard More optimal tap dust conversion, at the cost of some consistency. Delay on 236H to hit all three hits is dependent on distance and character hurtboxes; no delay is needed for some characters, but others will only connect 1 or 2 hits of 236H. YT 1.34
CH 2D > 214K > 662S > 5H > 214K Anywhere 123 Everyone [3] Medium Tension Gain: 18%
CH 2D confirm into hard knockdown.
YT 1.34
CH 2D > c.S > dc > c.S > 2S > 5H > 214K > 66 5K OTG Anywhere 155 Everyone [4] Hard CH 2D confirm at point blank - can follow up with dash cancel 5K meaty oki. Works from farther away with a 2-frame microdash before the c.S. YT 1.34
CH 2D > c.S > dc > c.S > 5H > dl. 214S > 66 2K > 6H > 623H > 623H Midscreen 222 Everyone [4] Hard CH 2D confirm from point blank spacing at round start distance or closer. May not need to delay 214S depending on character - the higher you hit 214S, the further the combo works from. YT 1.34
CH 2D > 214S > 5K > 6H > 623H > c.S > 6H > 623H Corner 222 Everyone [4] Hard Tension Gain: 36%
After hitting Dire Eclat, do a micro dash to connect 5K.
YT 1.34

Jump-in Starters

Jump-in Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.H > c.S > 5H > 236K Anywhere 121 Everyone [2] Easy Tension Gain: 27%
j.H confirm. Needs a deep j.H or the c.S will not combo.
YT 1.34
j.H > c.S > 5H > 236K(2) > 66RRC > 2H > 214K WS 623H Midscreen/Near Corner/Corner 200 Everyone [2] Easy Tension Gain: -47%
RC extension for the above combo that will wall stick via 214K from midscreen or closer.
YT 1.34
j.H > c.S > 6H > 214K > 2H(2) > 214S > 623H Near Corner 197 Everyone [3] Medium Tension Gain: ~+34%
Simple meterless wallbreak combo from j.H when near the corner. Requires relatively precise positioning for 6H to bounce them correctly so 214K connects.
YT 1.34
j.H > c.S > 5H > 236K(2) > 66RRC > c.S > 6H > 623H > WS 623H Midscreen 213 Everyone [3] Medium Tension Gain: ~-30%
Deep j.H needed for c.S to work. Works in corner/near corner.
YT 1.34
j.H > j.D > adc > j.K > c.S > 5H > 214K > 6H > WS 214S Midscreen 185 Everyone [3] Medium Tension Gain: 25%
Meterless wallbreak from midscreen that uses up an air action.
YT 1.34
j.H > c.S > 5H > 236K(2) > RRC > mircodash 5[D] > c.S > 6H > 623H > WS 623H Midscreen 222 Everyone [3] Medium Tension Gain: 20%
YT 1.35
j.H > j.623H > 22RRC > 236H > 2H > j.623H> c.S > 6H > WS 623H Midscreen 238 Everyone [4] Hard Tension Gain: ~5%
YT 1.35

Throw Starter

Throw Starter
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
Throw 66RRC > c.S > 2H(2) > 214K > 5H > 214K WS > 623H Midscreen/Near corner 165 Everyone [2] Easy Tension Gain: ~-36%
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.
YT 1.34
Throw 44RRC > 236H > dash > 2S > 5H > 214K WS > 623H Corner 167 Everyone [4] Hard Tension Gain: ~ -40%
Hard to burst combo, can dash up and block after fireball to bait the burst again.
YT 1.34
Throw 44RRC > 236H > (66) 6H > 623H > c.S > 623H Corner 177 Everyone [4] Hard Tension Gain: ~-35%
Burst-safe corner throw RC route. Dashing 6H is only necessary if the opponent actually bursts. If the opponent does burst after the 44RC, the combo can still continue if the CSE was timed perfectly after 44RRC, otherwise Ky simply applies shockstate on block and continues pressure.
YT 1.34

Special Move Starters

Special Move Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 214K > 2K > 2D > 214S Anywhere 89 Everyone [1] Very Easy Tension Gain: ~18%
Ground counterhit Foudre Arc combo.
1.34
AA 214K > 2S > 5H > 214K Anywhere 106 Everyone [2] Easy Tension Gain: ~18%
Air hit Foudre Arc combo. Works on counterhit as well
YT 1.34
CH 214S > microdash > 2/5K > 6H > 623H > c.S > 6H > WS > 623H Corner 207 Everyone [3] Medium Tension Gain: 36%
corner CH Dire Eclat meterless wallbreak combo. Easier to connect the microdash kick the closer the Eclat hits from.
YT 1.34
CH 214S > 6H > 623H > c.S > 6H > 623H WS > 623H Corner 224 Everyone [3] Medium Tension Gain: 37%
Close range corner dire eclat CH combo. Drops if Eclat is hit from too far away.
YT 1.34
CH 214S > dash > 5H > 214K > 5H > 214K Anywhere 136 Everyone [5] Very Hard Tension Gain: ~32%
Semi-difficult microdash confirm off a counterhit Dire Eclat. Much easier to do when the opponent has the corner behind them of course.
YT 1.34
CH Shock State 623H > dash > c.S > 2H > 214K Anywhere 129 Everyone [4] Hard Tension Gain: ~20%
Pretty hard timing to dash after the H DP. Have to also time the c.S while Ky is offscreen so it's pretty hard.
YT 1.34
236K(2) > RRC > dash > [5D] > c.S > dc > 2K > c.S > 2S > 5H > 214K Anywhere 157 Everyone [4] Hard Tension Gain: ~-40%
50 tension Stun Dipper RC combo, a cornerstone of your neutral.
YT 1.34
236K(1) > RRC > 66[5D] > c.S > 6K > 5K > 6H > 214S > 6H WS > 66623H Corner 196 Everyone [3] Medium Tension Gain: ~-40%
50 tension wallbreak combo off of stun dipper in the corner.
YT 1.34

Extra Combo Theory

5[D] Pickup

After Red Roman Cancel and also certain counterhits (such as CH c.S), Ky can use a fully charged 5[D] to launch the opponent higher up into the air, resulting in higher damage combo extensions. The easiest and most reliable route after 5[D] popup is 5K/2K > 6H > 236D > (...), but a deep dash-in after 5[D] into air hit c.S dash cancel c.S > (...) routes deals optimal damage.

This works anywhere on the screen (except the corner when used off CH c.S instead of RRC) and is consistent against all characters. It will also work if the opponent is launched high enough in any other combo route.

2H > Foudre Arc

2H (2) universally combos into 214K against all grounded opponents if they are in Shock State

If 214K hit your opponent while they were in Shock State, you can usually link 5K or 2K and cancel into Stun Dipper (236K) to end the combo, depending on the character and spacing. A 5K link will not work on some characters at all. 2K is more reliable since it reaches further. The 2K link works on everyone except for I-No. She requires you to be point blank with your 2H, otherwise 2K won't reach. On the larger characters like  Faust,  Potemkin,  Leo Whitefang, and  Nagoriyuki, you can instead end the combo with Dire Eclat (214S) instead of 236K, since their hurtboxes are bigger than the other characters on whom max range 2K > 214S will not work. This will reapply Shock State, making it preferable over Stun Dipper for these characters. If near the corner, Ky can opt for 2K > 6H -> special cancel to secure a wallbreak.

Navigation

Systems Pages
Application & Advanced Information
Archived Information