GGXRD/Ky Kiske/Combos: Difference between revisions

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| Throw (RC) > 214K > (delay)2HS > 623HS || Midscreen || 107 || -50% +7% || All || <span style="color:#306EFF">[1] Very Easy</span> || Easy throw combo for knockdown, sacrifices damage
| Throw (RC) > 214K > (delay)2HS > 623HS || Midscreen || 107 || -50% +7% || All || <span style="color:#306EFF">[1] Very Easy</span> || Easy throw combo for knockdown, sacrifices damage
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| Throw (RC) > [66]c.S > 2HS(1) > 214K > 623HS > 2HS(2) > 623HS > c.S > 236D || Near Corner || ?? || ?? || ?? || <span style="color:blue">[2] Easy</span> ||
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Revision as of 22:24, 2 September 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.

5K/2P/2K Starter

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.
_ 5K > c.S > 6K > 2K > 5HS > 236K Midscreen 100 +21% All [2] Easy For corner carry + 2D knockdown.

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

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

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

5H Starter

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 > 5HS > 236D Corner 221 -50% +23% All [2] Easy 50 Tension punish in the corner
_ 5HS > 6K > 236D > 236236P > 2HS(2) > 214K > 623HS > c.S > 236D Corner 240 -50% +32% Medium + Light weight
(excluding FA)
[2] Easy
_ 5HS (CH) > 6K > 236D > 236K Midscreen 134 +22% 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 170 +22% All [2] Easy 5D only connects at close range

Anti Air 6P Starter

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

6H Starter

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

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/CH 2H Starter

Anti Air/CH 2HS Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
_ 2HS > 623HS Midscreen 87 +12% All [1] Very Easy For knockdown
_ 2HS (JC) > j.S (JC) > j.S > j.HS > 623HS Midscreen 139 +17% All [1] Very Easy For damage

j.P/j.K/j.S Starter

j.P/j.K/j.S 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 Air to Air combo

Ground Throw Starter

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) > [66]c.S > 2HS(1) > 214K > 623HS > 2HS(2) > 623HS > c.S > 236D Near Corner ?? ?? ?? [2] Easy
_ 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) > [66]5H > 623H, 2H(2) > 623H , 2HS(2) > 236D , 2HS(2) > 236D Corner ?? -50% +??% Light Weight [3] Medium 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 , 2HS(2) > 236D , 2HS(2) > 236D Corner ?? -50% +??% Medium Weight [3] Medium Wait until apex of fall after Throw (RC). vs Leo can only get one rep of 2H(2) > 236D
_ 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

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

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)

Combo Theory

This section is a guide explaining the thought process behind Ky's combo selection. It's intended to help you understand when and where to use the above combos, and to understand the underlying reasons why.

Ground Hits
Ground combos can be started with almost any of Ky's normals and easily confirmed into a knockdown with 2D, there are a few kinds of knockdowns to choose from, however. Knocking down with 2D is consistent and puts the opponent down right in front of you. 2D > Split Ciel pushes the opponent far across the screen, and sets Ky up for DC CSE okizeme. Stun Dipper builds lots of tension and pushes the opponent a bit, but puts Ky in a worse position to setup okizeme.
Anti-Air Hits
Air-to-Air Hits
Vapor Thrust Loops
Split Ciel Loops
Dash Vapor Thrust Combos

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

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc