GGST/Ky Kiske/Combos: Difference between revisions

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{{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|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.


If close enough, and if Foudre Arc hit your opponent while they were in Shock State, you can link a {{clr|2|5K}} or {{clr|2|2K}} and cancel that into Stun Dipper to end the combo. 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 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.

Revision as of 04:12, 16 May 2021

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
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

Combo List

  • Currently, every damage value here has only been dealt to Sol.
5P/2P/5K/2K Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
2P > 2P > 2P > 6P > 214S Anywhere Everyone [1] Very Easy Simple, easy confirm from 5P or 2P that grants Shock State. Subtract Ps based on range.
5K/2K > 2D > dl.236H Anywhere Everyone [2] Easy Confirm off of 5K or 2K into 2D into meaty Charged Stun Edge for both okizeme and Shock State. The CSE will pass over them by the time they wake up unless you delay it or wait for 2D's recovery to finish.
5K/2K > 2D > 236S > 66PRC, 6H > 623H, c.S > 2H(2), 66623H Corner 181 -48% Lightweights and Mediumweights [3] Medium Guaranteed wallbreak combo off a 5K or 2K starter.
[4] Hard
[5] Very Hard
c.S/f.S Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
c.S > 214S Anywhere Everyone Very Easy Applies Shock State.
c.S > 2D > dl.236H Anywhere Everyone Easy CSE oki AND Shock State. What more could you want?
c.S > 5H > 236K Anywhere Everyone Easy Spacing dependent. Delay the cancel from 5H to 236K if close to the opponent. 5H can also be replaced with f.S and 2S.
CHc.S > 6K, 5K > 6P > 214S Anywhere Everyone Medium Only works on crouching opponents.
c.S > 2H(2) > 214K, 2K > 236K Midscreen Everyone except SO, KY, MA, AN, GI Medium Needs Shock State. Needs dash momentum for I-No.
c.S > 2H(2) > 214K, 2K > 214S Midscreen FA, PO, LE, NA Medium Needs Shock State. Unlike the 2K > 236K ender, this one will leave your opponent in shock state. However, it only works on the big boys.
c.S > 5H > 236S > 66PRC, 66c.S > 2H(2) > dl.236K Anywhere Everyone Medium Easier alternative if 2H > 214K will not combo on the character you're facing.
c.S > 5H > 236S > 88PRC > 66j.H > c.S > 2H(2) > 214K, 2K > 236K Midscreen 178 Everyone except SO, KY, MA, AN, GI Medium Needs dash momentum on some characters. Time the RC after Stun Edge comes out, but before it hits. The j.H is done with a forward jump.
66c.S > f.S > 5H > 214K > j.66PRC > j.S > j.Hc.S > 2D > 236H Anywhere 170 Everyone 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 j.S and j.H in before landing.
66c.S > f.S > 5H > 214K > j.66PRC > j.S > j.Hc.S > 2D > 632146H Anywhere -100% Everyone Hard Like the above combo, but ends with Ride the Lightning instead of CSE oki. If you're willing to spend all of your meter, this will result in added damage and a guaranteed wallbreak from any part of the stage, even from the opposite corner.
c.S > 5H > 236S > 88PRC > j.66 > j.Hc.S > 6H > 214S, OTG6H > 66623H Corner/Near Corner 249 Everyone Hard
c.S > 5H > 236S > 66PRC > 662H(2) > 214K, 2K, dl.236H Corner 174 Everyone 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.
[5] Very Hard
5H/2H Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard
Jump-in Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard
Dust Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5[D], [8/9], j.H > j.S > jc > j.H > j.S > j.H > jc > j.SS Anywhere Everyone Easy
5[D], [8/9], j.H > j.S > jc > j.H > j.S > j.H > jc > j.K > j.SS When Cornered 211 Everyone Medium You can tack on a 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.
[3] Medium
[4] Hard
[5] Very Hard
These combos need a total DMG value on them
Combo Position Works on: Difficulty Notes
[1] Very Easy
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard

Combo Theory

2H > Foudre Arc

2H can be comboed into Foudre Arc (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 2P, a low with 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 2H and Shock State wears off before Foudre Arc hits, you will not be able to link anything afterward.

If Foudre Arc hit your opponent while they were in Shock State, you can usually link a 5K or 2K and cancel that into Stun Dipper 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 than its standing counterpart. The 2K link works on everyone except for I-No. She requires you to be point blank with your 2H, otherwise 2K won't reach. On the larger characters like Faust, Potemkin, Leo, and Nagoriyuki, you can instead end the combo with Dire Eclat over Stun Dipper, since their hurtboxes are bigger than the other characters, on whom max range 2K > Dire Eclat will not work on. This will reapply Shock State, making it preferable over Stun Dipper for these characters.