Combo Notation Guide | |||||||||
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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
# | 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
# | 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 > 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
# | 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
# | 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/CH 2H 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
# | 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
# | 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 > 2HS > 623HS | Midscreen | 107 | -50% +7% | All | [1] Very Easy | Easy throw combo for knockdown, sacrifices damage. Delay the 2HS after 214K a moment on lights |
_ | 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 | 157 | -50% +10% | 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 | 161 | -50% +10% | Medium Weight | [3] Medium | Wait until apex of fall after Throw (RC) |
_ | Throw (RC) > [66]5H > 236D , 2H(1) > 214K , 236D , 2HS(2) > 623H | Corner | 149 | -50% +8% | LE | [3] Medium | Attack before apex of fall of throw RC |
_ | 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)
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
- Simple 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 you 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 oki. Stun Dipper must be spaced correctly in order for both hits to connect, so you'll need to pay attention to where you are in relation to your opponent before using it to end a combo.
- Hitting an opponent with Greed Sever, 3HS or a CH move such as 2HS/SVT will send them airborne. You can then confirm into an air combo, a grounded HVT combo, or a Dash Vapor Thrust Combo.
- 6HS forces crouching, which opens up meterless combos that do huge damage using 3HS.
- Anti-Air Hits
- Air-to-Air Hits
- Damage or Knockdown
- When choosing a combo while the opponent is airborne (such as after an anti-air, or a landed Greed Sever) you have an option of trading your knockdown for damage. A simple example of this is choosing between Greed Sever > c.S > 2HS > HVT for knockdown, or Greed Sever > c.S > 2HS (JC) > j.S (JC) > j.S > j.HS > j.HVT for damage. In choosing to knock an opponent down by ending your combo early you can continue pressure on the opponent. It's generally safer to simply end your combos in knockdowns whenever possible, but it's important to recognize when you're in a situation where you'd rather go for more damage, such as when you can finish a round with the extra damage, you have tension for Ride The Lightning, or when you're fighting a character with low defense like Millia or Chipp. Character weight can also play a role in this decision, as characters that are light weight have an easier time escaping these knockdown situations.
- Vapor Thrust Loops
- Split Ciel Loops
- Dash Vapor Thrust Combos