GGXRD/Ky Kiske/Combos

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Ky Kiske
GGXRD Ky Portrait.png

Defense Modifier: x1.03

Guts Rating: 2

Stun Resistance: 60

Jump Startup: 3F

Backdash Time: 16F

Backdash Invincibility: 1-9F

Movement Options
Double Jump, 1 Airdash, Dash Type: Run
Full Frame Data
GGXRD/Ky Kiske/Frame Data
  

Combos

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

Combo Notation Guide

Combo Notation Guide:
> = 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.

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 > (66)2D > 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 ?? SO [3] Medium
_ 5D > 236D > c.S > f.S > 3HS > 214K > 2HS(1) >
623HS > 2HS(1) > 236D > 2HS(2) > 236D
Corner 134 ?? 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 (JC) > j.S (JC) > j.S > j.HS > 623HS Midscreen ?? ?? All [1] Very Easy
_ 2HS > 623HS Midscreen ?? ?? 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 ?? ?? 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 ?? -50% +??% 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

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


Guilty Gear Xrd -SIGN-e
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