# | Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
_ | 5K > 5H > 2D | Midscreen | 61 | +6% | All | [1] Very Easy | A very basic combo that ends with a knockdown. | Example |
_ | 5K > 5H > 2D > 236D | Midscreen | 84 | +12% | All | [1] Very Easy | Basic combo with a Split Ciel knockdown. | Example |
_ | 5K > c.S > 6K , 2K > 5H > 236K | Midscreen | 100 | +19% | All | [2] Easy | 6K , 2K link for corner carry + Stun Dipper knockdown. | Example |
_ | 5K > 5H > 2D > 236K | Midscreen | 86 | +15% | Everyone except CH, PO | [2] Easy | Doesn't work on specific characters, easy way to add damage to combos and get a Stun Dipper knockdown. Will not work on Axl and Jam at point blank range. Works on Bedman, Dizzy and Johnny at farther ranges, does not work on Chipp or Potemkin at all. | Example |
_ | 5K > c.S > 6K > 236D > 662D > 236D | Midscreen | 109 | +20% | All | [3] Medium | Knocks the opponent down far away and does good damage. Can be tough to accurately input the microdash 2D | Example |
_ | 5K > c.S > 6K > 236D > 236K | Midscreen | 98 | +22% | All | [3] Medium | High damage combo that ends in Stun Dipper knockdown. Spacing dependent to get 236K to connect. | Example |
_ | 5K > c.S > 6K > 236D > 662D | Midscreen | 91 | +14% | All | [3] Medium | High damage combo that sets up a grinder for strong oki. Can be tough to accurately input the microdash 2D. | Example |
_ | 5K > c.S > 2D (JC) > j.S (JC) > j.S > j.H | Midscreen | 108 | +11% | FA | [2] Easy | Faust specific combo | Example |
Combo Notation Guide | Character Name Abbreviations | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
|
External Resources
- If you wish to discuss any of the combos listed here, or have any questions, please consult the Ky Discord Server, or The Ky Kiske Combo Thread on Dustloop.
Combo List
- 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.
- Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
# | Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
_ | c.S (CH) > 5D[8] > j.H > j.H > j.S > j.P > j.S (jc) > j.S > j.H > j.623H | Midscreen | 156 | 21% | All | [2] Easy | Good for when you're throwing overheads after frame traps midscreen. | Example |
_ | c.S (CH) > 5D[6] > (run to corner)3H > 6H > 66c.S > 6K > 236D > 236K | Near Corner | 153 | 30% | All | [3] Medium | Good for when you're throwing overheads after frame traps near the corner. Knocks down. | Example |
_ | c.S (CH) > 214K > c.S > 2H > 623H | Midscreen | 132 | 21% | Heavy - Medium weights | [2] Easy | Combo off of GS into a knockdown on heavier characters. | Example |
_ | c.S (CH) > 214K > c.S > 2H > j.S > j.S > j.H > 623H | Midscreen | 176 | 25% | All | [2] Easy | Combo off of GS into high damage. | Example |
_ | c.S (CH) > 214K > c.S > 2H > 214K > j.S > j.S > j.H > 623H | Midscreen | 185 | 30% | All | [3] Medium | Combo off of GS into higher damage, you must change c.S timing depending on character weight. Hard on Haehyun | Example |
_ | c.S (CH) > 6H > c.S > f.S > 236K | Midscreen | 146 | 22% | All | [2] Easy | Easiest knockdown combo with good damage. | Example |
_ | c.S (CH) > 6H > 66c.S > 6K > 236D > 236K | Midscreen | 169 | 28% | All | [3] Medium | Harder but more damage and corner carry knockdown. | Example |
_ | c.S (CH) > 6H > (c.S) > f.S > 3H > 214K > hj.S > j.H > 623H | Midscreen | 195 (203) | 26% (29%) | All | [3] Medium | Tricky spacing on some characters. Delay 214K a moment after 3H to make it easier. |
Example |
# | Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
_ | f.S (CH) > 3H > 214K > (HJ) > j.S > j.H > 623H | Midscreen | 157 | 21% | All | [3] Medium | Tricky spacing on some characters. Delay 214K after 3H a moment to make it easier. |
Example |
_ | f.S (CH) > 3H > 214K > 623H > 66c.S > 236D | Corner | 159 | 25% | Medium > Super Heavy | [3] Medium | Ciel Knockdown Delay 214K after 3H a moment to make it easier. For Lights 236D whiffs, instead do 623H > 236D for Lights excluding BA/JA. |
Example |
# | Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
_ | 5H > 2D > 236236P > 66 6P > 2H(1) > 214K > 623H | Midscreen | 200 | -50% +19% | All | [2] Easy | 50 Tension punish that ends in knockdown. (Very hard to get the knockdown on light characters) |
_ | 5H > 2D > 236236P > 66 6P > 2H(1) > 214K > j.S > j.S > j.H > j.623H | Midscreen | 217 | -50% +19% | All | [2] Easy | 50 Tension punish for extra damage. |
_ | 5H > 2D > 236236P > 66 6P > 2H(1) > 214K > j.S > j.S > j.H > j.632146H/(j.632146D) | Midscreen | 240 (280) | -100% +14% | All | [2] Easy | 100 Tension punish with RTL/Burst RTL. |
_ | 5H > 2D > 236236P > 66 6P > 2H(1) > 214K > 6623H > c.S > 236D | Near Corner | 215 | -50% +??% | Medium (maybe more) | [4] Hard | 50 Tension punish Dash VT combo. |
_ | 5H > 6K > 236D > 236236P > 665H > 236D | Corner | 217 | -50% +22% | All | [2] Easy | Basic 50 Tension punish in the corner. |
_ | 5H > 6K > 236D > 236236P > 662H(2) > 623H > c.S > 236D | Corner | 240 | -50% +33% | Light | [2] Easy | 50 Tension punish in the corner against Light characters. |
_ | 5H > 6K > 236D > 236236P > 662H(2) > 214K > 2H(1) > 623H > 5H > 236D | Corner | 248 | -50% +40% | Medium | [3] Medium | 50 Tension punish in the corner against Medium characters. |
_ | 5H > 6K > 236D > 236236P > 662H(2) > 214K > 623H > c.S > (66)236D | Corner | 243 | -50% +40% | Slightly Heavy, Heavy, Super Heavy | [3] Medium | 50 Tension punish in the corner against Heavy characters. |
_ | 5H (CH) > 6K > 236D > 236K | Midscreen | 134 | +22% | All | [2] Easy | |
_ | 5H (CH) > 5D > Homing Jump > j.H > j.H > j.S > j.P > j.S (JC) > j.S > j.H > 623H |
Midscreen | 170 | +22% | All | [2] Easy | |
_ | 5H (CH) > 5D > Homing Dash > 3H > (3H) > 6H > 66c.S > 6K > 236D > 236K |
Near Corner | ?? | ?? | All | [2] Easy | Use 1 3H if close to the corner, use 2 if further. |
# | Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
_ | 6P > 2H > j.S (JC) > j.S > j.H > 623H | Midscreen | 139 | 16% | All | [2] Easy | |
_ | 6P > c.S(JI) > 2H > j.S (JC) > j.S > j.H > 623H | Midscreen | 150 | 19% | All | [3] Medium | Jump Install combo. |
_ | 6P > 2H > 214K > 6623H > 66c.S > 2H(1) > 623H | Midscreen | 157 | ?? | Medium (maybe more) | [4] Hard | Dash VT combo. |
_ | 6P > 2H(1) > 623H > 66c.S > 236D | Corner | 128 | 22%~ | All | [2] Easy | |
_ | 6P > 2H(1) > 623H > 2H > 623H > c.S > 236D | Corner | 163 | 29% | Light, Medium, Slightly Heavy | [2] Easy |
# | Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
_ | 6H > (66)c.S > f.S > 3H > 214K > HJ > j.S > j.H > 623H | Midscreen | 195 | 27% | All | [3] Medium | Microdash to correct spacing if needed. Tricky spacing on some characters. Delay 214K a moment after 3H to make it easier. |
_ | 6H > 66c.S > 6K > 236D > 236236P > 5H > 236D | Corner | 234 | -50% +27% | All | [2] Easy |
# | Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
_ | 5D > Homing Jump > j.H > j.H > j.S > j.P > j.S (JC) > j.S > j.H > j.623H or j.632146H |
Midscreen | 120/145 | 19% / -50% +15% | All | [1] Very Easy | Add RTL to finish rounds |
_ | 5D > Homing Dash > 5H > 5H > c.S > 2D > 236H | Midscreen | 75 | 15% | All | [1] Very Easy | Midscreen knockdown |
_ | 5D > Homing Dash > 5H > 5H > c.S > 236D | Midscreen | 78 | 17% | All | [1] Very Easy | Midscreen knockdown, ciel ender |
_ | 5D > Homing Dash > 5H > 5H > c.S > 6H > [66]c.s > 6K > 236D > 236K |
Corner | 144 | ?? | All | [2] Easy | |
_ | 5D > Homing Dash > 5H > 5H > 5H > 2H(1) > 236D > [2H(2) > 236D] x2 |
Corner | 162 | 38% | LE | [3] Medium | Getting all three 5Hes before the gatling timer runs out can be difficult |
_ | 5D > Homing Dash > 5H > 5H > 5H > 2H(1) > 623H > 2H(1) > 236D > 2H(2) > 236D > 2H(1) > 236D |
Corner | ?? | ?? | IN | [3] Medium |
# | Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
_ | 2H > 623H | Midscreen | 87 | +12% | All | [1] Very Easy | For knockdown |
_ | 2H (JC) > j.S (JC) > j.S > j.H > 623H | Midscreen | 139 | +17% | All | [1] Very Easy | For damage |
# | Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
_ | (j.P/j.K) > j.S (JC) > j.S > j.H > 623H | Midscreen | 120 | +12% | All | [1] Very Easy | Air to Air combo |
# | Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
_ | Throw (RC) > 214K > 2H(2) (JC) > j.S (JC) > j.S > j.H > 623H | Midscreen | 129 | -50% +8% | All | [1] Very Easy | Easy throw combo for more damage, sacrifices knockdown |
_ | Throw (RC) > 214K > 2H > 623H | Midscreen | 107 | -50% +7% | All | [1] Very Easy | Easy throw combo for knockdown, sacrifices damage. Delay the 2H after 214K a moment on lights |
_ | Throw (RC) > c.S > 2H(1) > 623H > 2H(1) > 623H > c.S > 236D | Corner | 139 | -50% +10% | Medium Weight | [2] Easy | Easy VT loop combo |
_ | Throw (RC) > 2H(2) > 623H > 2H(2) > 623H > c.S/5H > 236D | Corner | 141 | -50% +10% | Light Weight | [2] Easy | Easy VT loop combo on lights |
_ | Throw (RC) > c.S > 2H(2) > 214K > 623H > 5H > 236D | Corner | 122 | -50% +9% | Heavy Weight | [2] Easy | Easy combo on heavies |
_ | Throw (RC) > [66]5H > 623H > 2H(2) > 623H > 2H(2) > 236D > 2H(2) > 236D | Corner | 157 | -50% +10% | Light Weight | [3] Medium | Ciel loop. vs Millia being too close to her will make 236D whiff, so only move slightly forward at the beginning instead of running |
_ | Throw (RC) > [66]5H > 236D > 2H(1) > 214K > 236D > 2H(2) > 236D > 2H(2) > 236D | Corner | 161 | -50% +10% | Medium Weight except FA | [3] Medium | Wait until right after apex of fall after Throw (RC) |
_ | Throw (RC) > [66]5H > 236D , 2H(1) > 214K , 236D , 2H(2) > 623H | Corner | 149 | -50% +8% | LE, FA | [3] Medium | LE: Attack before apex of fall of throw RC FA: Attack after apex of fall of throw RC |
_ | Throw (RC) > [66]2S > 2H(1) > 214K > 6623H > 66c.S > 2H(2)/(1) > 623H | Midscreen | 136 | -50% +9% | Medium | [4] Hard | Dash VT combo on medium weights. |
_ | Throw (RC) > [66]5H > 236D > 66 > c.S > 2H(1) > 214K > 623H > [2H(2) > 236D] x2 | Corner | 163 | -50% +12% | LE | [4] Hard | If the first 2H hits too high, change the ender to (2H(2) > 236D > 2H(1) > 236D). This variant does 160 damage |
# | Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
_ | Air throw (RC) > j.S (JC) > j.S > j.H > j.623H | Midscreen | 109 | -50% +5% | All | [1] Very Easy | Keep track of how many jumps you have left, only do one j.S if necessary |
_ | Air throw (RC) > j.D > j.S > c.S > 2H > 623H > c.S > 2H > 623H | Corner | 138 | -50% +?? | ?? | [2] Easy | Keep track of how many jumps you have left, only do one j.S if necessary |
# | Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
_ | 214K > c.S > 2H > 623H | Midscreen | 100 | +21% | All | [1] Very Easy | |
_ | 214K > c.S > 2H (JC) > j.S (JC) > j.S > j.H > j.623H | Midscreen | 130 | +26% | All | [1] Very Easy |
# | Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
_ | Blitz Attack (Full Charge) > 66H > 66c.S > 6K > 236D > 662D > 236H | Midscreen | ?? | ?? | All | [2] Easy |
# | Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
_ | 5D > Homing Dash > IK Mode (Gold) > 236236H | Midscreen | DESTROY | -50% | All | [1] Very Easy | |
_ | 214K > c.S > 2H > 623H(RC) > Ik Mode (Gold) > 2362366H | Midscreen | DESTROY | -100% | All | [3] Medium | |
_ | 5K > c.S > 6K > 236D (RC) > IK Mode (Gold) > 2362366H | Midscreen | DESTROY | -100% | All | [3] Medium | |
_ | 5K > c.S > 6K > 236D > 236236P > IK Mode (Gold) > 2362366H | Corner | DESTROY | -100% | All | [3] Medium | |
_ | CH 214K (RC) > IK Mode (Gold) > 236236H | Midscreen | DESTROY | -100% | All | [3] Medium | If CH Greed Sever connects in the air you can skip the RC and go right into the IK |
_ | CH j.D > IK Mode (Gold) > 236236H | Midscreen | DESTROY | -50% | All | [3] Medium |
Combo Theory
Midscreen
- When landing hits midscreen, you want to do as much damage as possible, and then get a knockdown to keep momentum. This can be accomplished easily with Ky, usually by ending combos with 2D, but also by using Split Ciel, Stun Dipper, and Vapor Thrust. An example of a simple midscreen combo into knockdown: [5K > 5H > 2D]. At times where the opponent is too far away for 2D to connect, you'll use Stun Dipper to secure the knockdown. An example: [5K > c.S > 6K , 2K > 5H > 236K]. This may be hard at first, but the more you try it the better you'll understand at what ranges you should use Stun Dipper, and when it's too close for the second hit to connect. You can also use 2D > Split Ciel to set up knockdowns to create a different kind of okizeme situation as well.
- Hitting 6H will force the opponent to crouch, opening up high damage by using 3H to launch the enemy.
- When pressuring, use c.S as a frame trap since it combos into 6H on counter hit.
- At poking range, be ready for when your f.S or 2S hits at the correct range to potentially combo into Stun Dipper. Remember that f.S on counter hit and crouching is an opportunity for big damage. Ex: [f.S (CH) > 3H > 214K > hj.S > j.H > 623H]
- Landing 5D or Greed Sever near the corner is very good. If 5D connects, use [5D[6] > 3H > 6H > (etc.)] to get a knockdown. You're using 3H to travel to the corner and wallstick them, and you're using 6H to continue the combo from there. If Greed Sever connects, follow up with a VT or Ciel loop!
- Landing strikes on an opponent that's airborne, or launching them into the air with moves like Greed Sever and counter hit 2H can be followed up in a few ways. You can either take to the air to do more damage but sacrifice your knockdown, end the combo early to secure the knockdown, use Ride The Lightning to both deal damage and secure a knockdown, or use the Dash VT loop to do both meterless. As far as I know there's no disadvantage to doing the dash VT loop all the time other than it being very difficult to execute, and possibly not working on heavy characters. Which one you go for will be influenced by the situation at hand, and the kind of character and player you're fighting. To secure a knockdown, end combos early with Vapor Thrust, ex: [214K > c.S > 2H > 623H]. To go for more damage, jump into the air, ex: [214K > c.S > 2H > j.S > j.S > j.H > 623H]. Add Ride The Lightning to your air combo instead of Vapor Thrust to do more damage and get a knockdown. Beware using this near the corner, as it will wallstick the opened and then they'll be able to tech away.
- Confirming combos into 2D > Sacred Edge adds a lot of damage to normal hits and pushes the opponent a long way towards the corner.
Corner
- It's hard for Ky to convert into higher damage combos in the corner from regular grounded hits without the use of tension.
- Landing 5D or Greed Sever in the corner leads to meterless Ciel and VT loops.
- RCing a throw is rewarding in the corner, as it leads to Ciel and VT loops. An example of a Ciel loop on a medium weight character: [Throw (RC) > [66]5H > 236D > 2H(1) > 214K > 236D > 2H(2) > 236D > 2H(2) > 236D].
- Against some characters, ending a grounded combo with Stun Dipper and RCing it into c.S is effective for converting hits to a VT loop. Ex: [5K > 5H > 2D > 236K (RC) > c.S > 2H(2) > 214K > 623H > 2H(2) > 623H]
Vapor Thrust Loop
- VT loops are used in the corner to extend combos, and secure a knockdown at the end. They involve looping 2 or more Vapor Thrusts with juggles such as c.S and 2H in-between them. Using c.S is faster and is typically used on heavier characters, but pushes you back too far to get 3 reps most of the time, while 2H is used on lighter characters in order to get more reps with no pushback. Ex: [214K > c.S > 2H > 623H > 2H > 623H]. Though Ky's corner BnB is referred to as a VT loop, the combo is often ended with Split Ciel for a DC CSE setup rather than a third Vapor Thrust. VT loops are easier and more consistent than Split Ciel loops, so it's a good idea to default to these if you aren't sure if a Ciel loop will work.
Ciel Loop
- Split Ciel loops are commonly used after landing a throw or a 5D in the corner. They're Ky's optimal corner combos, and are character specific. The idea is to launch the opponent to a certain height, then loop 2H > 236D. The result is high damage combos that end in fortified CSE setups. They're commonly used after a Roman Canceled throw or after a fortified Sacred Edge wallstick in the corner. Example against Sol: [Ground Throw (RC) > [66]5H > 236D > 2H(1) > 214K > 236D > 2H (2) > 236D > 2H(2) > 236D]
Dash VT Combos
- Dash VT combos are used to optimize Ky's damage midscreen off of certain hits. By inputting a dash before Vapor Thrust the moment Ky finishes recovering from a Greed Sever used on an already airborne opponent, momentum is carried through the strike, and Ky can followup with a combo afterwards. Where you would typically have to choose between optimal damage or a knockdown, with dash VT combos you can have both plus a large amount of corner carry. These are known as hard to execute, and are character specific, but the rewards for using are obvious. Not for the faint of heart. Example on Sol: [Ground Throw (RC) > [66]2S > 2H(1) > 214K > 6623H > 66c.S > 2H > 623H]
Video Examples
System Links
Mechanics
Application & Advanced Information
Archived Information