GGXRD/Ky Kiske/Combos: Difference between revisions

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[[File:GGXRD_Ky_Icon.png|center|link=GGXRD/Ky Kiske]]
[[File:GGXRD_Ky_Icon.png|center|link=GGXRD/Ky Kiske]]
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Revision as of 05:50, 28 August 2015

Combo Notation Guide
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:2Template:3Template:6D becomes 236D
> = Proceed from the previous move to the following move.
, = Link the previous move into the following move.
-> = Cancel the previous special into a follow-up special.
|> or ▷ = After landing.
j = Jump
hj = High Jump
IAD = Instant Air Dash
CH = Counter Hit
MC = Mortal Counter
(JC) = Jump Cancel
(HJC) = High Jump Cancel
(JI) = Jump Install
(RC) = (Red) Roman Cancel
(YRC) = Yellow Roman Cancel
(PRC) = Purple Roman Cancel
[ ] = Hold input.
(X) = X is optional.
(N) = Attack must deal N amount of hits.
[???] xN = Repeat ??? N amount of times.
[X] or [Y] = Perform series of actions X or Y.

Discussion

If you wish to discuss any of the combos listed here, please consult the (Xrd) Ky Kiske Combo Thread topic on Dustloop.

Combo List

5K/2P/2K
# Combo Position Damage Tension Gain Works on: Difficulty Notes
_ 5K > (c.S) > 5HS > 2D Midscreen 61 (76) 6% (8%) All [1] Very Easy A basic BnB that ends with a knockdown.
Omit c.S if out of range.
_ 5K > 5HS > 2d > 236D Midscreen 84 12% All [1] Very Easy BnB with Split Ciel knockdown.
_ 5K > c.S > (2S) > 5HS > 236K Midscreen 84 (94) 16% (19%) All [2] Easy BnB with Stun Dipper knockdown.
Opponent must be spaced far for the 2nd hit of 236K to connect.
_ 5K > c.S > 6K > 236D > 662D > or 236K Midscreen 91/98 14%/24% All [2] Easy Spacing dependent. Microdash 2D if close, 236K if far away.

Note: The above are basic combos that can also be started with other attacks than 5K such as, 2P, 2K, c.S, or 2S.

c.S CH Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
_ c.S (CH) > 6HS > 66c.S > 6K > 236D > 236K Midscreen 169 28% All [2] Easy Less damage, but knockdown.
_ c.S (CH) > 6HS > (c.S) > f.S > 3HS > 214K > (HJ) > j.S > j.HS > 623HS Midscreen 195 (203) 26% (29%) Everyone but EL,MI [3] Medium Tricky spacing on some characters.
f.S CH or Crouching Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
_ f.S (CH) > 3HS > 214K > (HJ) > j.S > j.HS > 623HS Midscreen 157 21% Everyone but El,MI [3] Medium Tricky spacing on some characters
5HS Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
_ 5HS > 2D > 236236P > 66 c.S > 2HS(1) > 214K > 623HS Midscreen 200 -50$ +22% All [2] Easy 50 Tension punish.
_ 5HS > 6K > 236D > 236236P > 5H > 236D Corner 221 -50% +23% All [2] Easy
_ 5HS > 6K > 236D > 236236P > 2H > 623H > c.S > 236D Corner 240 -50% +32% Medium + Light weight
(excluding FA)
[2] Easy
_ 5HS (CH) > 6K > 236D > 662D Midscreen ?? ?? All [2] Easy
_ 5HS (CH) > 5D > Homing Jump > j.HS > j.HS > j.S > j.P > j.S (JC) >
j.S > j.HS > 623HS
Midscreen ?? ?? All [2] Easy 5D only connects at close range
Anti Air 6P Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
_ 6P > 2HS > j.S (JC) > j.S > j.HS > 623HS Midscreen 139 16% All [2] Easy
_ 6P > 2HS > 214K > 6623HS > 66c.S > 236D Midscreen ?? ?? ?? [4] Hard
6HS Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
_ 6HS > (66)c.S > f.S > 3HS > 214K > HJ > j.S > j.HS > 623HS Midscreen 195 27% Everyone except EL/MI [3] Medium Midcrodash to correct spacing if needed.
_ 6HS > 66c.S > 6K > 236D > 236236P > 2HS > 623HS Corner 225 -50$ +28% All [2] Easy
5D Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
_ 5D > Homing Jump > j.HS > j.HS > j.S > j.P >
j.S (JC) > j.S > j.HS > j.623HS or j.632146HS
Midscreen 120/145 19%/-50% +15% All [1] Very Easy Add RTL to finish rounds
_ 5D > Homing Dash > c.S > 6P > 5HS >
214K > c.S > 236D
Corner 119 24% All [1] Very Easy
_ 5D > Homing Dash > c.S > 6P > 5HS >
214K > 2HS > 623HS > c.S > 236D
Corner 142 34% Medium Weight
(except SI,CH,FA,AX)
[2] Easy
_ 5D > Homing Dash > c.S > 6P > 5HS > 214K >
2HS > 623HS > 5HS > 236D
Corner 145 34% Light Weight
(except IN)
[2] Easy
_ 5D > Homing Dash > c.S > 6P > 5HS > 214K >
c.S > 2HS(1) > 623HS > c.S > 236D
Corner 128 34% Heavy Weight
(+AX,SI)
[2] Easy
_ 5D > Homing Dash > j.D > j.S > j.236S ▷ 3HS >
214K > 2HS(2) > 623HS > c.S > 236D
Corner 155 +41% SO [3] Medium
_ 5D > 236D > c.S > f.S > 3HS > 214K > 2HS(1) >
623HS > 2HS(1) > 236D > 2HS(2) > 236D
Corner 134 +46% PO [3] Medium
_ 5D > Homing Dash > j.S > j.HS > j.D ▷ 6HS > 3HS >
214K > 623HS > 2HS(1) > 236D > 2HS(2) > 236D
Corner 194 ?? CH [3] Medium DIE CHIPP
Anti Air 2HS Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
_ 2HS > 623HS Midscreen 87 +12% All [1] Very Easy
_ 2HS (JC) > j.S (JC) > j.S > j.HS > 623HS Midscreen 139 +17% All [1] Very Easy
j.P/j.K Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
_ j.P/j.K > j.S (JC) > j.S > j.HS > 623HS Midscreen 120 +12% All [1] Very Easy
Ground Throw Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
_ Throw (RC) > 214K > 2HS(2) (JC) > j.S (JC) > j.S > j.HS > 623HS Midscreen 129 -50% +8% All [1] Very Easy Easy throw combo for more damage, sacrifices knockdown
_ Throw (RC) > 214K > (delay)2HS > 623HS Midscreen 107 -50% +7% All [1] Very Easy Easy throw combo for knockdown, sacrifices damage
_ Throw (RC) > c.S > 2HS(1) > 623HS > 2H(1) > 623HS > c.S > 236D Corner 139 -50% +10% Medium Weight [2] Easy
_ Throw (RC) > 2H(2) > 623H > 2HS(2) > 623HS > c.S/5HS > 236D Corner 141 -50% +10% Light Weight [2] Easy
_ Throw (RC) > c.S > 2HS(2) > 214K > 623HS > 5H > 236D Corner 122 -50% +9% Heavy Weight [2] Easy
_ Throw (RC) > (walk forward) 2HS > 623HS > [2H(1) 236D] x 3 Corner 149 -50% +10% Light Weight
(Except MI)
[3] Medium
_ Throw (RC) > walk forward > [2HS(1) > 236D] x 3 > 2HS(2) > 236D Corner 149 -50% +12% SO [3] Medium
_ Throw (RC) > walk forward > [2HS(2) > 236D] x3 Corner 146 -50% +11% SI/CH Only [3] Medium
_ Throw (RC) > [66]2S > 2HS(1) > 214K > 6623HS > 66c.S > 2HS(2) > 623HS Midscreen 136 -50% +9% SO [4] Hard
Air Throw Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
_ Air throw (RC) > j.S (JC) > j.S > j.HS > j.623HS Midscreen 109 -50% +5% All [1] Very Easy
Greed Sever Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
_ 214K > c.S > 2HS > 623HS Midscreen 100 +21% All [1] Very Easy
_ 214K > c.S > 2HS (JC) > j.S (JC) > j.S > 623HS Midscreen 130 +26% All [1] Very Easy

("All" character combo damage based on Sol. "Medium" weight based on Sol. "Light" weight based on Elphelt. "Heavy" based on Bedman)


Guilty Gear Xrd -SIGN-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc