GGST/Ky Kiske/Combos

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< GGST‎ | Ky Kiske
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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

  • This list is meant for actual combos, not for frame traps, blockstrings, or mixups. If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
  • The list is focused on most practical examples, not every single option that exists.
  • All damage values are damage dealt to Ky unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • 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 69 16% Everyone [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.
5K/2K > 2D > 214S Anywhere 66~70 16% Everyone [1] Very Easy Confirm into Dire Eclat. Grants Shock State and a knockdown.
5K/2K > 2D Anywhere 48 10% Everyone [1] 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 > 632146H Everywhere 144 ~-40% Everyone [2] Easy Simple confirm into RTL. Grants an instant wall break in the corner for Positive Bonus.
5K/2K > 2D > 236S > 66PRC, 6H > 623H, c.S > 214S WS 623H/214S Corner 162 ~-38% Light and Medium weights [3] Medium Guaranteed wall break combo off a 5K or 2K starter.
5K/2K > 2D > 214S > (delay to about fully pushed back) 66PRC~6H > 623H, c.S > 6H WS 623H Corner 175 ~-38% Light and Medium weights [5] Very Hard Very hard version of the combo above.
5K/2K > 6H > 214S, 662K/5K > 6H > 623H, 5P/c.S WS 623H/214S Corner 174 30% Everyone [4] Hard High damage combo for when the opponent is hit crouching. Replace 5P with c.S on light and medium weights for more damage. Wall break with 214S to trade damage for Shock State.
5K/2K > 2D > 214S > RRC, 665H > 623H, c.S > 5H > 214K WS 623H Back to Corner 164 ~-20% Light and Medium weights [3] Medium Side switches and wall breaks. Run under the opponent after the RRC. The RRC can be done as either neutral RRC or 88RRC, but 66RRC will not let you run under the opponent.
5K/2K > 2D > 214S > RRC, 665H > 623H, 2K > 6P WS 623H Back to Corner 154 ~-20% Everyone [4] Hard Alternate version of the above for heavyweights. Getting the timing for 2K after the Vapor Thrust can be tricky.
c.S/f.S Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
c.S > 214S Anywhere 77 +12% Everyone [1] Very Easy Applies Shock State. Sets up safejumps with IAD j.H or 66214K.
c.S > 2D Anywhere 71 ~+10% Everyone [2] Easy Delay a cancel into 236H for CSE oki.
c.S > 5H > 236K Anywhere 112 +17% Everyone [2] 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 144 +26% Everyone [3] Easy Only works on crouching opponents.
c.S > 2H(2) > 214K, 2K > 236K Midscreen Everyone except SO, KY, MA, AN, GI [3] Medium Needs Shock State. Needs dash momentum for I-No.
c.S > 2H(2) > 214K, 2K > 214S Midscreen FA, PO, LE, NA [3] 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 167 ~-23% Everyone [3] 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 Anywhere 142 ~-30% Everyone [3] Medium Allows for CSE oki after the knockdown as an alternative to the above combo.
c.S > 5H > 236S > 88PRC > 66j.H > c.S > 2H(2) > 214K, 2K > 236K Midscreen 178 [4] Hard Everyone except SO, KY, MA, AN, GI [3] Medium Needs dash momentum on some characters.
c.S > 5H > 214K > j.66PRC~j.S > j.Hc.S > 2D Anywhere 166 ~-30% Everyone [4] Hard Only works on standing characters. Using the RC Cancel during the j.66PRC lets Ky carry the momentum from Foudre Arc and be able to get a j.S and j.H in before landing. Cancel into 236H after 2D for CSE oki.
66c.S > f.S > 5H > 214K > j.66PRC > j.S > j.Hc.S > 2D > 632146H Anywhere -100% Everyone [4] Hard Like the above combo, but adds an f.S and ends with Ride the Lightning instead of CSE oki. Needs dash momentum. 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 WS 623H Corner 219 +35% Everyone [3] Medium High damage meterless corner combo from c.S. The DP input needs to be delayed until after the wall stick 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 this can whiff on certain characters like Potemkin unless the second c.S is not dashed.
c.S > 6H > 214S > 5H > 214K > 5H WS 623H Corner 229 +36% Everyone [3] Medium If you struggle connecting 5H and 214K try to mash 5H right after 214S. 5H can fail to wall stick at certain timings.
c.S > 6H > 214S, 662K > 6H > 623H, 5P/c.S WS 623H/214S Corner 238 +34% Everyone [3] Hard High damage meterless corner combo from c.S. Replace 5P with c.S on Medium/Light characters for more damage. Wall break with 214S to trade damage for Shock State.
c.S > 6H > 236S > 66PRC > 662H(2) > 214K, 2K/5K WS dl.236H Corner 170 ~-31% Everyone [4] Hard 2K will wallstick. Instead of breaking the wall, a 236H can be timed to hit the opponent as they recover from sliding down from the wall and force them to block it. Wall can be broken with 623H for 217 damage with this route if desired.
CH c.S > [5D], 2S > 5H > 214K, 6H214S WS 623H Near Corner 228 +40% Everyone [4] Hard Counter Hit c.S punish combo that uses [5D] as launcher. Needs no tension to work and deals high damage.
CH c.S > [5D], 2S > 5H > 214K Anywhere 166 ~25% Everyone [4] Hard You can actually confirm the 5[D] very late. Can OTG after Foudre Arc with Foudre Arc if you really want, or do a dashing 236H for oki.
5H/2H/6H Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
2H(1~2) > 623H Anywhere 92~106 ~8% Everyone [1] Very Easy Basic anti-air confirm. Should work at any height on both normal and counter hit, and also works on grounded hit provided Ky is close enough.
2H(1) > 214K > 5H > 214K Midscreen 125 ~19% Everyone [2] Easy Anti-air confirm on falling opponent. Sends the opponent to the corner. At max height 2H hit, the 214K will send the opponent flying in the opposite direction and drop the combo.
2H(1) > 214K > 5H > 214K > c.S > 214S WS 623H Near Corner 194 +~30% Everyone [2] Easy Similar to above combo adjusted for being close enough to wall stick with 214S and then break with 623H
CH 2H(2) > 236H, 236236P, 632146H Anywhere 280 -100% Everyone [2] Easy Instantly pour out all Ky's meter on grounded opponent for an easy punish.
CH 2H(2) > 236H > 6H > 623H > c.S WS 623H Corner 267 +36% Light/Medium [3] Medium Grounded corner 2H Counter Hit punish. Useful after baiting a throw break attempt with backdash.
CH 2H(1) > 236H > 6H > 623H > c.S > 5H > 214K WS 623H Corner 258 +38% Light/Medium [3] Medium Anti Air 2H Counter Hit meterless punish in corner.
CH 2H(1) > 236H > 5H > 214K > 66c.S > 5H > 214S > 623H Corner 241 +41% FA PO NA/Heavyweights [3] Medium Anti Air 2H Counter Hit meterless punish in corner for Heavyweights and Faust.
CH 2H(1), 66c.S > [5D], 2S > 5H > 214K, 5H > 236S, 623H Near Corner 230 +38% Everyone [5] Hard CH2H into [5D] juggle. High damage, no tension, but only works when opponent is high enough(~ the tip height).
2H(2) > 214S > 5K > 6H > 623H > c.S > 623H Corner 242 +30% SO/Medium [4] Hard 6H cancel into 623H is pretty tight. c.S can fail to wall stick if hit too late, so c.S can be replaced by 623S for a slightly more consistent combo that deals 1 less damage.
CH 6H > 2H > delay 214S > 6H > 623H > c.S > 623H Near corner 259 ~+35% Everyone [4] Hard One of the highest, if not the highest, meterless confirms available to Ky. 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. Video demonstration
CH 6H > j.K > j.D > j.D > c.S > 5H > 214K > 623H Corner 216 +30% Light/Medium [5] Very Hard Needs character specific adjustments. After the second 6H, the route can be replaced with delay Sacred Edge > Stun Dipper for a very damaging 50 meter combo. Video demonstration: original link
CH 6H > 214K > 2S > 5H > 214K Anywhere 153 ~30% Everyone [3] Medium BnB meterless 6H counterhit confirm.
Jump-in Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
j.H > c.S > 5H > 236K Anywhere 121 27% Everyone [1] Easy j.H confirm. Needs a deep j.H or the c.S will not combo.
j.H > c.S > 5H > 236K > 66RRC > 2H > 214K > 623H Midscreen/Near Corner/Corner 190 -47% Everyone [2] Easy RC extension for the above combo that will wall stick via 214K from midscreen or closer.
j.H > c.S > 6H > 214K > 2H(2) > 214S > 623H Near Corner 197 ~+34% Everyone [2] Easy Simple meterless wallbreak combo from j.H when near corner.
[4] Hard
[5] Very Hard
Dust Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5[D] > [7/8/9] > j.H > j.SS Anywhere 158 +26% Everyone [1] Very Easy Simple beginner charged Dust combo.
5[D] > [7/8/9] > j.H > j.S > 9jc > j.H > j.SS Anywhere 189 +29% Everyone [2] Easy Slightly more advanced version of the above.
5[D] > [7/8/9] > j.H > j.S > 9jc > j.H > j.S > j.H > 9jc > j.SS Anywhere 211 +31% Everyone [3] Medium BnB Dust combo
5[D] > [7/8/9] > j.H > j.S > 9jc > j.H > j.S > j.H > 9jc > j.K > j.SS When Cornered 216 32% Everyone [3] Medium The extra Homing Jump air time from landing 5[D] when cornered allows you to tack on a j.K after the second jump cancel for a bit of extra damage. Even with this added time, you have to be quick and input your attacks as soon as possible. You'll have just barely enough time to get the whole thing. If you aren't cornered, use the above combo instead.
5[D] > [7/8/9] > (Block burst) > 9 > j.H > j.S > j.H 9jc > j.HH Anywhere 154 18% Everyone [3] Medium Route for blocked burst after Dust launch. The jump after blocked burst needs to be delayed slightly or you will fall out, ending the Homing Jump.
5[D] > [7/8/9] > 44 (Burst whiffs) > 9 > j.S > j.H > j.S > j.HH Anywhere 143 18% Everyone [2] Easy Alternate route for reading immediate burst after Dust launch. Easier than blocking the burst because no delay is required afterwards, but does less damage.
CH 2D > 214K > 2S > 5H > 214K Anywhere 123 18% Everyone [3] Medium CH 2D confirm into hard knockdown.
Ground Throw Starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
Throw 66RRC > c.S > 2H(2) > 214K > 5H > 214K > 623H Midscreen/Near corner 154 ~-36% Everyone [2] Easy Easy midscreen throw RC combo that leads into wall break from round start distance. Might drop or wall stick earlier if done too close to the corner. For lightweights, the combo needs a slight adjustment of dashing forward after the RRC to bring the opponent closer to the wall.
Throw 66RRC > 5[D] > 2S > 5H > 214K > 5K > 623H Midscreen/Near corner 156 ~-34% Everyone [4] Hard Midscreen throw RC combo. Timing on 2S can be tricky as it cannot be buffered from 5[D]. If the opponent is not cornered, 5K will whiff or fail to wall stick, but the soft knockdown can still allow for an oki setup. 214S can be used as the ender for shock state instead of 623H for damage. More difficult than the above combo and might whiff at round start distance, but does more damage and gains more tension.
Throw 44RRC > 236H > dash > 2S > 5H > 214K > 623H Corner 159 ~ -40% Everyone [4] Hard Hard to burst combo, can dash up and block after fireball to bait the burst again.
Throw 44RRC > 236H > (66) 6H > 623H > 5K > 623H Corner 165 ~-35% Everyone [3] Hard Burst-safe corner throw RC route. Dashing 6H is only necessary if the opponent actually bursts. Against lightweights, can wallsplat with c.S instead of 5K for more damage. Against heavyweights, wall stick with 2K for more consistency. Video Example

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.

Special Move Starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
CH 214K > 2K > 214S Anywhere 88 ~18% Everyone [1] Very Easy Ground counterhit Foudre Arc combo.
Air Hit 214K > 2S > 5H > 214K Anywhere 113 ~18% Everyone [2] Easy Air hit Foudre Arc combo. Works on counterhit as well
CH 214S > dash > 5H > 214K > 5H > 214K Anywhere 156 ~-34% Everyone [5] Very Hard Very difficult microdash confirm off a counterhit Dire Eclat. Much easier to do when the opponent has the corner behind them of course.
CH Shock State 623H > dash > c.S > 2H > 214K Anywhere 150 ~20% Everyone [4] Hard Pretty hard timing to dash after the H DP, have to also time the c.S while Ky is offscreen so it's pretty hard.
236K(1) > RRC > [5D] > c.S > 6K > 5K > 6H > 623H > 623H Corner 167 -48% Everyone [3] Medium 50 tension wallbreak combo off of stun dipper in the corner.

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.
  • 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 and a very likely Wall Break.

5H > Foudre Arc Loops

5H launches opponents vertically on air hit, putting them in the perfect position for Foudre Arc (214K) afterwards. This sequence can be looped off a wide variety of starters for a large amount of corner carry as long as 5H hits the opponent in the air, including (but not limited to) Red Roman Cancel's launch, anti-air 5P/2H, and CH 6H. When the corner carry is enough to reach the corner itself, 5K 6H after the second 214K is very likely to wall stick, earning you Positive Bonus from the resulting Wall Break.

6H Wallbounce

In the corner, 6H will bounce the opponent off the wall on hit. This allows combo extensions with 214K and Shock State 623S/H for increased damage.

214S OTG Relaunch

In the corner, combos that don't push you out too far can be ended in 214S and picked up with an Off-the-Ground hit to continue the combo, taking advantage of the applied Shock State to increase your damage.

Essentially, there's a short time after an opponent is hit by 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.

Example routes:

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


2H > Foudre Arc

2H combo into 214K on most characters. It does not work on Sol, Ky, May, Anji, and Giovanna.

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

6H > delay Sacred Edge

When Sacred Edge (236236P) is delayed after 6H in the corner, the wall bounce it provides will prevent 236236P from doing wall damage, allowing for it to be used in corner combos without breaking the wall.

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