Difference between revisions of "GGST/Ky Kiske/Combos"

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(→‎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.-->)
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*The list is focused on most practical examples, not every single option that exists.   
 
*The list is focused on most practical examples, not every single option that exists.   
 
*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.
 
*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.
 +
<!--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).  
 
*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).  
  

Revision as of 12:43, 15 June 2021


Combo Notation GuideCharacter Name Abbreviations
7 InputIcon 7.png 8 InputIcon 8.png 9 InputIcon 9.png
4 InputIcon 4.png 5 InputIcon 5.png 6 InputIcon 6.png
1 InputIcon 1.png 2 InputIcon 2.png 3 InputIcon 3.png
Numbers represent direction on a keyboard numpad. For example InputIcon 236.png+GGST P Prompt.png becomes 236P.
> = Proceed from the previous move to the following move.
= Proceed to the next action after landing.
, = Link the previous move into the following move.
->/~ = Cancel 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 = Jump
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
WS = Wall Splat / Wall Stick
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
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
AN = GGST Anji Mito Icon.png Anji
AX = GGST Axl Low Icon.png Axl
CH = GGST Chipp Zanuff Icon.png Chipp
FA = GGST Faust Icon.png Faust
GI = GGST Giovanna Icon.png Giovanna
IN = GGST I-No Icon.png I-No
KY = GGST Ky Kiske Icon.png Ky
LE = GGST Leo Whitefang Icon.png Leo
MA = GGST May Icon.png May
MI = GGST Millia Rage Icon.png Millia
NA = GGST Nagoriyuki Icon.png Nagoriyuki
PO = GGST Potemkin Icon.png Potemkin
RA = GGST Ramlethal Valentine Icon.png Ramlethal
SO = GGST Sol Badguy Icon.png Sol
ZT = GGST Zato-1 Icon.png Zato-1

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).
  • The list is focused on most practical examples, not every single option that exists.
  • 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 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).
5P/2P/5K/2K Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
2P > 2P > 6P > 214S Anywhere 65 ~25% Everyone Very Easy Simple, easy confirm from 2P that grants Shock State. Subtract Ps based on range. Works off of 5P too, but 5P whiffs on most crouchers.
5K/2K > 2D > 214S Anywhere 67 ~18% Everyone Very Easy Confirm into Dire Eclat. Grants Shock State.
5K/2K > 2D Anywhere 48 ~23% Everyone Very Easy Confirm off of 5K or 2K into 2D into meaty Charged Stun Edge for both okizeme and Shock State. The CSE will pass over them by the time they get up unless you delay it or if the opponent was hit by 2D at a far enough range.
5K/2K > 2D > 236S > 66PRC, 6H > 623H, c.S > 5H > 623H Corner 165 Lightweights and Mediumweights Medium Guaranteed wallbreak combo off a 5K or 2K starter.
5K/2K > 2D > 214S > RRC, 665H > 623H, c.S > 5H > 214K, 623H 161 When Cornered Lightweights and Mediumweights 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.
5K/2K > 2D > 214S > RRC, 665H > 623H, 2K > 6P > 623H 154 When Cornered Everyone Hard Alternate version of the above for heavyweights. Getting the timing for 2K can be tricky.
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) > 214S Anywhere Everyone Medium Easier alternative if 2H > 214K will not combo on the character you're facing. Leaves your opponent in Shock State.
c.S > 5H > 236S > 66PRC, 66c.S > 2D > dl.236H Anywhere Everyone Medium CSE oki alternative to the above combo.
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.
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 > 6H > 214K > 66c.S > 6H > 214S > 623H Corner 214 Everyone Medium High damage meterless corner combo from c.S. The DP input needs to be delayed until after the wallsplat freeze ends since it doesn't buffer during 214S's recovery. Additionally, the 214S can be replaced with another 623H for 4 more damage, but can whiff on certain characters like Potemkin, unless the second c.S is not dashed.
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.
f.S > 236S~K Anywhere Everyone 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.
[5] Very Hard
5H/2H Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
[2] Easy
[3] Medium
[4] Hard
2H > 214S > 5K > 6H > 623H > 623S > 623H Corner 236 +30% Sol/mediums Hard 6H cancel into 623H is pretty tight.
[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
Ground Throw Starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
Throw > 6H Midscreen 91 14% All 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 2D
Throw > 6H Corner 91 14% All Very Easy Guaranteed followup to a corner throw. Loses the hard knockdown, but sets up a meaty 6H that beats any non-blocking option that isnt a reversal.
Throw 66(RC) > 5[D] > 2S > 5H > 214K > 5K > 623H Midscreen/Near corner 148 All Hard Midscreen throw RC combo. Timing on 2S can be tricky as it cannot be buffered from 5[D]. If the opponent is not cornered, 5K will whiff or fail to wallstick, but the soft knockdown can still allow for an oki setup. 214S can be used as the ender if you're not close enough for 623H
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.

c.S > 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 c.S > 5H into Stun Edge to combo. Will have to test more when the game releases.

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