
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
Start at Basic Combos if you're new, these are enough to play Ky effectively. Check out the Combo Theory section for further guidance and optimization.
Basic Combos
Simple, easy combos to get you playing the character.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
(5K/2K) > c.S > 2D | Any | 51 | 7.92 | All | Very Easy | Stuff > 2D is your go-to. 236D will set up basic okizeme. | Link |
6P > c.S > 2H > 623H -> H | Any | 96 | 13.68 | All | Very Easy | Anti air combo. | Link |
(214K/Throw RC), c.S > 2H > 623H -> H | Any | 91 | 20.88 | All | Very Easy | Basic juggle, starts off of anything that puts the opponent in the air (214K, throw RC, 214 CH, etc.) | Link |
(5K/2K) > c.S > 6K > 236D -> 4D, 2K > 2D | Any | 106 | -15.08 | All | Easy | Simple 25 meter combo. | Link |
(5K/2K) > c.S > 6K > 236D -> 4D -> 6D | Any | 138 | -38.38 | All | Easy | 50 meter, big damage. | Link |
(214K/Throw RC) > c.S > 2H > 623H -> S, 66H > 2H > 623H -> H | Corner | 125 | 35.76 | All | Easy | Corner combo. You can start this off of anything that puts the opponent in the air (214K, throw RC, 214D CH, etc.) | Link |
(214K/Throw RC) > c.S > 2H > 623H -> S, 66H > delayed 6K | Corner | 116 | 28.56 | All | Easy | Alternate ender, keeps the opponent deep in the corner. | Link |
(5K/2K) > c.S > 6K > 236D -> 4D -> 6D > 66H > delayed 6K | Corner | 161 | -36.86 | All | Easy | 50 meter, big damage into knockdown. | Link |
Counter Hit Combos
Useful for big punishes and for frame traps.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
c.S CH > 3H, 66 2P > 5H > 2D | Any | 137 | ?? | All | Very Easy | Simple c.S CH. | Link |
c.S CH > 3H, 66 c.S > 6K, 2K > 2D | Any | 156 | ?? | All | Medium | c.S CH. | Link |
6P CH > c.S > 2H > 623H -> H | Midscreen | 111 | ?? | All | Very Easy | Simple 6P CH. | Link |
6P CH > c.S > 2H > 623H -> H ▷ 2P > c.S > 2H > 623H -> H | Midscreen | 145 | ?? | All | Medium | 6P CH H Javelin loop. | Link |
6P CH > 6H, 6H > 66 2P > c.S > 2H > 623H -> H | Midscreen | 141 | ?? | All | Easy | 6P CH > 6H loop. Need to be very close. | Link |
6P CH > 6H, 6H, 6H, 66 2P > c.S > 2H > 623H -> H | Midscreen | ?? | ?? | All | Easy | 3 rep 6H loop. | - |
6P CH > [6H, 6H] x2 > 66 2P > c.S > 2H > 623H -> H | Midscreen | ?? | ?? | ?? | Medium | 4 rep 6H loop. | - |
Throw Combos
For getting more damage out of successful throws.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
Throw RC (FRC) > 66 c.S > 2H > 623H -> H | Midscreen | 95 | -42.32 (-17.32) | All | Very Easy | Basic, works on everyone. | Link |
Throw RC (FRC) > 66 c.S > 2H JC > j.S JC > j.S > j.H > j.623H -> H | Midscreen | 111 | ?? | All | Easy | Air combo. | Link |
Throw RC (FRC) > 66 c.S > 2H > 623H -> H ▷ 2P/2K > c.S > 2H > 623H -> H | Midscreen | 111 | -36.36 (-11.36) | All | Medium | Midscreen H Javelin loop. Replace 2P with 2K on A.B.A and Ky, position dependent. | Link |
Throw RC (FRC) > 66 c.S > 2H JC > j.S > j.H > j.623H -> H ▷ 2P/2K > c.S > 2H > 623H -> H | Midscreen | 119 | ?? | ?? | Hard | Harder H Javelin loop. Probably character specific. | - |
Throw RC (FRC) > 66 c.S > 2H > 623H -> (delay) S ▷ 66 c.S > 2H > 623H -> (delay) S ▷ 66H > 2H > 623H -> H | Corner | 127 | ?? | All | Medium | Corner S Javelin loop, midscreen knockdown. | - |
Throw RC (FRC) > 66 c.S > 2H > 623H -> (delay) S ▷ [6H > [(delay) c.S] or [66 c.S] > 2H > 623H -> (delay)S ▷ 66H > 6K | Corner | 123 (124) | ?? | All | Medium | Corner S Javelin loop, corner knockdown, 66H link is harder and more optimal. | - |
Throw RC (FRC) > 66 c.S > 2H > 623H -> (delay) S ▷ 66H > (delay) c.S > 2H > 623H -> (delay) S ▷ 66H > 6K | Corner | 124 | ?? | All | Hard | - | - |
Throw RC (FRC), [6H] x2, 66 2P > c.S > 2H > 623H -> S > 66H > 6K | Near corner | 116 | ?? | Specific | Hard | Throw RC 6H link, see table below for compatible characters. Works from roundstart distance. | - |
Air throw ▷ 2P > c.S > 2H > 623H -> H | Corner | 98 | 23.82 | All | Easy | From air throw wallbounce. Depends on distance from corner and height. | - |
Air throw ▷ 2P > c.S > 2H > 623H -> (delay) S ▷ 66H > 2H > 623H -> H | Corner | 120 | 42.20 | All | Medium | Midscreen knockdown. | - |
Air throw ▷ 2P > c.S > 2H > 623H -> (delay) S ▷ 66H > 6K | Corner | 113 | ?? | All | Medium | S Javelin loop, 6K ender. | - |
Air throw ▷ 2P > c.S > 2H > 623H -> (delay) S ▷ 66 c.S > 2H > 623H -> S ▷ 66H > 2H > 623H -> H | Corner | 130 | ?? | All | Hard | 2 reps, S Javelin delays need to be on point, difficulty varies depending on weight. | - |
Air throw ▷ 2P > c.S > 2H > 623H -> (delay) S ▷ 66 c.S > 2H > 623H -> S ▷ 66H > 6K | Corner | 126 | ?? | All | Hard | 2 reps, 6K ender variant. | - |
Combos from High/Low Mixup
For maximizing damage from high/low mixup.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
AD j.S > j.H ▷ 623S -> (delay) S ▷ 66 c.S > 2H > 623H -> (delay) S ▷ 66H > 6K | Corner | ?? | ?? | All | Medium | High damage off of airdash overhead. | - |
j.S JC > j.S > j.H | Any | 83 | ?? | ?? | Medium | Meterless f-shiki mixup. | - |
Greed Sever Combos
Combos starting from 214K and on CH
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
214K, 66 c.S > 2H > 623H -> H | Midscreen | 91 | ?? | All | Very Easy | Basic, always works. | - |
214K, 66 c.S > 2H JC > j.S JC > j.S > j.H > j.623H -> H | Midscreen | 120 | ?? | All | Easy | Basic air combo. | - |
214K, 66 c.S > 2H > 623H -> H ▷ 2P(2K) > c.S > 2H > 623H -> H | Midscreen | 113 | ?? | All | Medium | H Javelin loop, use 2K on Ky/ABA. | - |
214K, 66 c.S > 2H JC > j.S > j.H > j.623H -> H ▷ 2P(2K) > c.S > 2H > 623H -> H | Midscreen | 130 | ?? | ?? | Hard | Harder H Javelin loop, use 2K on Ky/ABA, may be weight specific. | - |
214K, 66 2H > 214K, c.S > 2H > 623H -> H ▷ 2P(2K) > c.S > 2H > 623H -> H | Midscreen | 117 | ?? | ?? | Medium | Double 214K combo. | - |
214K CH, [6H, 6H] x2, 6H JC > IAD j.H > j.623H -> H | Midscreen | 133 | ?? | All | Hard | CH into a 6H loop, also works from late hit 214K. Easier on some characters due to falling hurtbox. Let them fall as low as possible after CH 214K. Nearly impossible to link 6H after CH 214K on Chipp. | - |
214K CH, [6H, 6H] x2 JC > IAD delayed j.H ▷ c.S > 2H > j.623H -> H | Midscreen | 136 | ?? | All | Very Hard | CH into a 6H loop, delay j.H link. | - |
214K CH, 6H, 6H JC > IAD delayed j.H ▷ c.S > 2H > j.623H -> S, 6H > 6K | Near corner | 139 | ?? | All | Very Hard | CH into a 6H loop, delay j.H link. | - |
214K, 66 c.S > 2H > 623H -> (delay) S, [66H > (delay) c.S] or [66 c.S] > 2H > 623H -> (delay) S, 6H > 6K | Corner | 131 (134) | ?? | All | Medium | Corner S Javelin loop. Add 66H after the first S javelin to optimize damage, your delays and microdashing need to be clean. | - |
5D Combos
For maximizing damage from Dust, including Impossible Dust routes.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5D JC > j.S JC > j.S JC > j.S > j.H > 623H -> H | Any | 104 | 20.40 | All | Very Easy | - | - |
5D JC > j.H JC > j.S JC > j.S JC > j.S > j.H > 623H -> H | Any | 122 | 22.80 | All | Easy | - | - |
5D JC > JC > j.H ▷ 66 c.S > 2H > 623H -> H | Any | 107 | 19.68 | All | Medium | Impossible Dust, knocks down. | - |
5D JC > JC > j.H ▷ 66 c.S > 2H > 623H -> H ▷ 2P (2K) > c.S > 2H > 623H -> H | Any | 130 | ?? | All | Hard | Impossible Dust, H Javelin loop. | - |
5D JC > JC > j.H ▷ 66 c.S > 2H > 623H -> H ▷ 2P (2K) > c.S > 2H > 623H -> H | Corner | 130 | ?? | All | Hard | Impossible Dust, H Javelin loop. | - |
5D JC > JC > j.H ▷ 6H, 66 c.S > 2H > 623H -> (delay) S ▷ 66 c.S > 2H > 623H -> (delay) S ▷ 66H > (delay) 6K | Corner | 151 | ~36 | All | Hard | Impossible Dust, S javelin loop, corner knockdown. | - |
5D JC > JC > j.H ▷ 6H JC, IAD (delay) j.H ▷ c.S > 2H > 623H -> (delay) S ▷ 66 c.S > 2H > 623H -> (delay) S ▷ 66H | Near corner | 156 | ~36 | All | Very Hard | Impossible Dust, S javelin loop, corner knockdown. | - |
25 Meter Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
AD j.S > j.H ▷ c.S > 6K > 236D -> 4D, 2K > 2D | Midscreen | 170 | ?? | All | Easy | Lightning Sphere from airdash. | - |
2S > 5H > 6K > 236D -> 4D, 2K > 2D | Midscreen | 163 | ?? | All | Easy | Lightning Sphere from low. | - |
AD j.S > j.H ▷ 5H > 6K > 236H 6FRC6, c.S (5H) > 6K > 2K > 2D | Midscreen | 208 | ?? | All | Hard | Stun Edge FRC from Airdash. | - |
AD j.S > j.H ▷ 5H > 6K > 236H 6FRC6, c.S > 6K > 2K > 5H > 236K | Midscreen | 219 | ?? | Specific | Hard | Stun Edge FRC from Airdash > 236K knockdown. | - |
2S > 5H > 6K > 236H 6FRC6, c.S (5H) > 6K > 6K > 2D | Corner | 185 (194) | ?? | All | Hard | Stun Edge FRC from low. | - |
2S > 5H > 2D > 236H FRC, 6H, 6H, 6H, 66 2P > c.S > 2H > 623H -> H | Midscreen | 213 | ?? | Specific | Hard | SE FRC > 6H link, character specific. | - |
2S > 5H > 2D > 236H FRC, 6H, 6H JC, IAD (delay) j.H ▷ c.S > 2H > 623H -> S ▷ 66H > 6K | Near Corner | 228 | ?? | Specific | Very Hard | SE FRC > 6H link, harder. | - |
2S > 5H > 6K > 236H 6FRC6, c.S (5H) > 6K > 6K (2P) > 5H > 236K | Corner | 208 | ?? | Specific | Hard | Stun Edge FRC from low, 236K knockdown. | - |
j.214D ▷ Throw > j.214D (hit), 2P > c.S > 2H > 623H -> H | Midscreen | 96 | ?? | All | Easy | Stun Rays throw mixup. | - |
j.214D ▷ Throw > j.214D (hit), 2P > c.S > 2H > 623H -> H ▷ 2P > c.S > 2H > 623H -> H | Midscreen | 105 | ?? | ?? | Medium | Stun Rays throw mixup, H Javelin loop. | - |
j.214D ▷ 2D > j.214D (hit), 66 c.S > 2H > 623H -> H | Midscreen | 114 | ?? | All | Easy | Stun Rays low mixup. | - |
j.214D ▷ 2D > j.214D (hit), 66 c.S > 2H > 623H -> H ▷ 2P > c.S > 2H > 623H -> H | Midscreen | 135 | ?? | ?? | Medium | Stun Rays low mixup, H Javelin loop. | - |
214D CH, 66 c.S > 2H > 623H -> H | Midscreen | 143 | ?? | ?? | Easy | FB Greed Sever CH. | - |
214D CH, 66 c.S > 2H > 623H -> H ▷ 2P > c.S > 2H > 623H -> H | Midscreen | 174 | ?? | ?? | Medium | FB Greed Sever CH > H Javelin x2. | - |
214D CH, 66 c.S > 2H JC > j.S > j.H > j.623H -> H ▷ 2P > c.S > 2H > 623H -> H | Midscreen | 190 | ?? | ?? | Hard | FB Greed Sever CH > H Javelin x2, more optimal but more character specific. | - |
214D CH, [6H, 6H] x2, 66 2P > c.S > 2H > 623H -> (delay) S ▷ 66H > 6K | Near corner | 193 | ?? | ?? | Medium | FB Greed Sever CH > 6H loop. | - |
214D, 6H, 6H JC, IAD (delay) j.H ▷ c.S > 2H > 623H -> (delay) S ▷ 66H > 6K | Near corner | 200 | ?? | ?? | Hard | FB Greed Sever CH > 6H loop, harder. | - |
214D CH, [6H, 6H] x2, 6H JC, IAD j.H > j.623H -> H | Midscreen | 193 | ?? | ?? | Hard | FB Greed Sever > 6H loop when you're too far from the corner for S Javelin. | - |
50 Meter Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
AD j.S > j.H ▷ 5H > 6K > 236H 6FRC6 > 5H > 6K > 236H 6FRC6 > c.S > 6K, 2K > 2D | Corner | 244 | ?? | All | Very Hard | Stun Edge FRC from airdash. | - |
2S > 5H > 6K > 236H 6FRC6 > 5H > 6K > 236H 6FRC6 > c.S > 6K, 2K > 2D | Corner | 237 | ?? | All | Very Hard | Stun Edge FRC from low. | - |
AD j.S > j.H ▷ c.S > 2D > 236236P > 66 c.S > 2H > 623H > S > 66H > 6K | Corner | 206 | ?? | All | Medium | Sacred Edge from airdash. | - |
2S > 5H > 2D > 236236P > 66 c.S > 2H > 623H -> S > 66H > 6K | Corner | 207 | ?? | ?? | Medium | Sacred Edge from low. | - |
214D > 222H FRC > c.S > 2H JC > j.S JC > j.S > j.H > j.623H -> H | Midscreen | 167 | ?? | All | Medium | 214D combo, must be close. | - |
j.S JC > j.S > j.H RC > j.S > 2D | Any | 120 | ?? | ?? | Medium | 50 meter safe f-shiki mixup. | - |
Dead Angle CH, 66 2P > c.S > 2H > 623H -> S ▷ 66 c.S > 2H > 623H -> S > 66H > 6K | Corner | 95 | ?? | All | Easy | Dead Angle Counter Hit combo. | - |
75 Meter Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
AD j.S > j.H ▷ 5H > 6K > 236H 6FRC6, 5H > 6K > 236D -> 4D -> 6D, 6H > 2H > 623H -> H | Corner | 277 | ?? | All | Hard | Stun Edge FRC > Charge Drive from Airdash. | - |
2S > 5H > 6K > 236H 6FRC6, 5H > 6K > 236D -> 4D -> 6D, 6H > 2H > 623H -> H | Corner | 273 | ?? | All | Hard | Stun Edge FRC > Charge Drive from low. | - |
2S > 5H > 6K > 236H 6FRC6, 5H > 6K > 236H 6FRC6, 5H > 6K > 236H 6FRC6, c.S > 5H > 236K | Corner | 275 | ?? | All | Very Hard | Stun Edge FRC x3 from low. | - |
100 Meter Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
c.S > 6K > 236H 6FRC6, 5H > 6K > 236H 6FRC6, 5H > 6K > 236D -> 4D -> 6D, 6H > 2H > 623H -> H | Corner | 297 | ?? | All | Very Hard | Easier if you replace the 5H > 6K parts with c.S > 6K. | - |
Dead Angle RC, 66 c.S > 2H JC > j.S > j.H > 623H -> H, 2P > c.S > 2H > 623H -> H | Midscreen | 98 | ?? | All | Medium | Don't do the Javelin loop if you think you can't make the link. | - |
Character-specific Combos
- 5H > 214K is a new combo on standing in +R, usually started with 5K for the low. Almost always has to start with run momentum very close to the opponent.
- 5H,6K loop is on airborne opponents in the corner only. Tested with Throw FRC dash 5H and 214K 5H,6K.
- Throw FRC 6H worked in AC, but is much easier on more of the cast in +R. 6H loops do much better damage now, with less guard bar reduction.
- 2D > 236K is a combo ender that gives greater corner carry distance when possible.
Character | 5K, 5H > 214K | 5H, 6K loop | Throw FRC, 6H | 2D > 236K | Comment |
---|---|---|---|---|---|
A.B.A. | NO | 1 | NO | NO | - |
Anji | YES | 1/2 hard | YES | NO | - |
Axl | YES | 1 | YES* | NO | Hard, probably 1F. |
Baiken | NO | 1/2 hard | YES | YES* | Max range. |
Bridget | NO | 3 | YES | YES* | Max range. |
Chipp | NO | 1* | YES | NO | 6K>236K whiffs. |
Dizzy | NO | 1* | YES | NO | Hard; very low. |
Eddie | YES | 2 | YES | NO | - |
Faust | NO | 1 | YES | NO* | 2D jump j.K works; fun. |
HOS | YES | NO | NO | NO | - |
I-No | NO | 1/2 hard | YES | YES* | Max range. |
Jam | NO | 2 | YES | NO | - |
Johnny | YES | 1/2 hard | No | NO | |
Justice | YES | 1/2*/3* | NO | NO | Starts high, higher than 214K bounce/5H,6K > 214K x3. |
Kliff | NO | 3 | YES | YES* | Max range. |
Ky | NO | 1 | YES* | NO | No wall bounce mid screen. |
May | NO | 3 | YES | YES* | Easy |
Millia | NO | NO | YES | YES* | Easy |
Potemkin | YES | 1/2* | NO | NO | Starts high, higher than GS bounce. |
Robo Ky | NO | 1 | NO | NO | - |
Slayer | YES | 1 | YES* | NO | No wall bounce mid screen. |
Sol | YES | NO | YES* | NO | No wall bounce mid screen. |
Testament | YES | 2 | YES | NO | - |
Venom | YES | 1/2 hard | YES | NO | - |
Zappa | NO | 1/2(hard)/3* | YES | NO | 5H,6K>214K x3 |
Combo Theory
The following sections are ordered by relative importance, if you're new to playing Ky try applying these concepts step by step, starting with learning how to get knockdowns. Note: You DO NOT have to master all these concepts to play Ky. Arguably the only vital concepts here are the first three sections. The rest will optimize your play, plus they look really cool.
Get The Knockdown
The goal is to always end in a knockdown if possible. Ky's gameplan relies on consistent, looping okizeme. This is usually accomplished by ending combos with 2D, 236K, H Javelin, or 6K. When selecting a combo for a situation, it's best to think about how you'll secure a knockdown at the end in order to decide what you're going to do.
Common routes:
- Anything > 2D
- Combo that pushes the opponent away > 5H > delay 236K
- Air combo > j.S > 623H -> H
- Juggle combo > 6K
Ending a combo in a special move like 236K or 623H -> H usually yields more damage and meter but may be harder to set up, when in doubt just 2D and set up okizeme. It is almost always worth it to sacrifice a bit of damage for a better knockdown situation. As you learn more about Ky's combos, always keep the knockdown rule in mind!
Corner Combos, S Javelin / 6K ender
A huge boost to your potential damage, and a reward for pushing the opponent to the corner is the special wallstick property of S Lightning Javelin. Another useful tool here is 6H's corner wallbounce when it hits an airborne opponent. Using these, you can squeeze more damage out of corner combos. An easy example combo: 214K > c.S > 2H > 623H -> S > 6H > (delay)6K
Essentially, anywhere you would use 623H -> H in combo, you can instead use 623H -> S to extend that combo in the corner. When 6K hits an airborne opponent, they'll be forced to the ground. You may have to delay the 6K depending on the height of the opponent as they bounce off the wall. You can end the combo in 6H > 2H > 623H -> H instead for more damage and meter, but the okizeme situation will be entirely different since you and the opponent will be pushed midscreen instead of kept in the corner.
You can increase the stability of the combo and get more damage out of them by delaying your S Javelin input, allowing you enough time to run up to the opponent and link a c.S as they fall. Example: 214K > c.S > 2H > 623H -> (delay)S > 66c.S > 2H > 623H -> (delay)S > 6H > 6K. The window for the S Javelin input after 623H is specific, if you're too late you won't get anything at all and the opponent might recover out of the corner. If you do it too early, the opponent may be able to recover before you can reach them in time to c.S. Practice the timing and learning to eyeball the amount you need to delay your Javelin to get more damage and meter out of your corner combos.
Spending Meter
Ky has lots of options in deciding where you want to spend your meter. Force Break/FRC combos usually give more bang for your buck, but will put you in tension cooldown, whereas 50 meter supers are less optimal but keep the meter flowing uninterrupted and hit harder with diminishing returns.
Lightning Sphere / Charge Drive
Let's look at a few universal combos that burn meter:
- A standard, universal meter combo: ... > 6K > 236D -> 4D > 2K > 2D
- 50 meter variant: ... > 6K > 236D -> 4D -> 6D
- 50 meter in the corner: ... > 6K > 236D -> 4D -> 6D > 6H > 6K
Keep in mind that because these combos include Lightning Sphere, you will be put into tension cooldown in all of them, even the ones where you cancel into Charge Drive for 50 meter. As you'll learn, these combos are not an optimal usage of meter. Charge Drive is best used to end rounds since it's only a marginal damage increase over Ky's other meter burn options while being very expensive, the advantage here is that it has way less variables to consider than some of Ky's other tools. Lightning Sphere has less potential damage than Stun Edge FRC routes, but it's much easier to execute and isn't character specific at all. Lightning Sphere can also be used after 2D for more damage, though this is harder and more character specific. Here is an example: ... > 2D > 236D -> 4D > c.S > 2H > 623H -> H.
50 Meter Combos, Sacred Edge / Ride The Lightning
Let's look at some combos that involve actual supers that don't incur tension cooldown:
- Sacred Edge 50 meter combo: 5K > 5H > 2D > 236236P
- RTL 50 meter combo: 5K > 5H > 2D > 632146H
Put simply, Sacred Edge is usually more optimal damage, but also more character specific. RTL does less damage overall but isn't character specific. You want to be as close as possible to the opponent when you hit with 2D so that you can guarantee the Sacred Edge hits them. This will knock them down, but if you're close enough you can also extend the combo like in this example: ... > 2D > 236236P > 66(c.S/2S) > 2H > 623H -> (S/H). This really depends on the character, as their fall speed and falling hurtbox will determine whether 2S or c.S is more stable against them, and even how much time you have to dash in. RTL typically isn't worth it in this situation due to the lack of damage, even if it's much easier to connect. However, refer to the TK RTL section below to see its strength when combined with a Tiger Knee motion.
There are more ways to spend meter in combos, most notably ones that involve Stun Edge FRC and 6H loops, these are more difficult and character specific and are covered in their own sections below. Going forward, try thinking about whether you should spend meter in your current situation, and if so, which options are possible or consistent to go for at the moment.
OTG / Lightning Strike(222H)
Ky has a few off the ground (OTG) options for tacking damage onto the end of combos.
5K > c.S
The simplest way, adds 2 damage at the end and isn't hard. Of course, it's not worth it if it doesn't end the round, since the opponent is free to recover and you lose okizeme.
222H
The damage potential of Lightning Strike depends on how long the combo that preceded it was. If it was even remotely long, it will only add 1 single point of damage to your combo. 222H really weakens your okizeme potential due to its long recovery, though you can still run up and use 5K. For these reasons it's not usually worth using it after a long combo. After a short combo however, such as 5K > 5H > 2D, it adds a much higher amount of damage, potentially making the okizeme trade-off worth it.
222H FRC
Use this when a combo doesn't quite kill and no other OTG option will end the round. Functionally it's nearly identical in damage potential to 2P(x4/5), though it's generally better off of shorter combos.
... > 222H FRC > c.S > 2H > 623H -> H ( > 222H)
2P(x4/5)
The best meterless OTG option after an H Javelin knockdown following a long combo. This works due to the opponent's bouncing hurtbox as they're hitting the ground. If they're fully downed, you can't hit them with 2P OTG. You can also do it off 2D but you'd really rather just do 222H at that point since it's a short combo and you get to keep okizeme.
632146H (RTL)
Expensive, but adds 6 damage to the end of long combos, the most optimal. Usually you'd rather just use this 50 meter in the actual combo, where it would do much more damage. Works on fully downed opponents.
6K Link
After hitting 6K in grounded combos, you have enough time to link to a jab like 2P or 2K. You can increase the damage of otherwise unremarkable situations this way.
- Standard 6K link ender: ... > 6K > 2K > 2D
- 236K ender: ... > 6K > 2K > 5H > (delay) 236K
Linking with 2P instead of 2K is easier since it is faster, though it lacks range, does less damage, and may not reach in situations where 2K would. 236K enders can be a bit inconsistent depending on the character.
H Javelin Loop
A good way to optimize midscreen combos is learning how to loop off H Javelin. Example: Throw RC > 66c.S > 2H > 623H -> H > 2P > c.S > 2H > 623H -> H. If done correctly, you'll be able to link a 2P just before they hit the ground, and loop them into the same combo again.
This is somewhat character specific, against ABA and Ky, you'll need to swap 2P for 2K due to their falling hurtboxes. It's almost always better to go for 2P outside of those exceptions though, because it starts up 1f faster. Even with that in mind, this combo can be pretty finicky. Generally, you want to hit them with H Javelin as low on their hurtbox as possible after 623H to ensure you hit the ground early and have time to link a jab. Another way to say that is that you need to get them higher up before you hit them with H Javelin.
6H Wallbounce / Loop
On an airborne opponent, 6H will bounce the opponent against the wall. You can then input another 6H right after the first recovers to link them together and cause another wallbounce, repeating the attack over and over. This is great for carrying the opponent to the corner from mid screen and maximizing damage off of specific confirms, but it's a bit of a rare situation. 6H is slow, and getting the opponent in the air long enough to hit them with it is tricky, especially midscreen. This is most often started with a grounded 6P Counter, 214K Counter, 2D > 236H FRC, Throw RC (this is character specific), or even a raw 6H hit against an airborne opponent. When near the corner you can transition to a standard corner combo by using a dash c.S after a rep early into the loop. Examples:
- Midscreen: (starter) > 6H(xN) > 236K(1 hit)
- Near corner: (starter) > 6H(xN) > 662S > 2H > 623H -> (H/S) > etc.
"How many times can I do it?"
Unfortunately, there's no easy way to answer this. It varies heavily depending on the situation, including what character you're playing against, how close you are to the corner, how tight your repetition timing is, and what your starter was. You can usually get at least 2 reps, and can get up to 6 depending on the starter. Try the combo out in a bunch of situations and notice how high up the opponent is when it works, and what it looks like when it drops. Try it closer to the corner, and from far away. You'll begin to get a feel for when you need to end the combo early, and when you can keep looping them safely.
"How do I end the loop?"
It can be a bit difficult depending on the situation, more difficult if you're trying to do so optimally. Fortunately there's many potential ways to end it safely. The simplest way is to do only about 2-3 reps and let them fall to the ground normally, but you sacrifice damage. If you're near the corner you can end it with 6K easily. A pretty consistent method both midscreen and in the corner is to input 236K early after your last 6H rep so that the second hit of 236K connects and knocks them down. You can also jump cancel 6H and use Instant Air Dash > (delay)j.H to transition to a c.S > 2H > 623H combo, or do IAD > j.S/j.H > 623H to confirm many rep loops.
Greed Sever Loop
Basically, do 214K > 2H > 214K > c.S > 2H > 623H -> (H/S). Adds damage, meter gain, and gets them up higher for easier H Javelin loops. A bit character specific.
Stun Edge FRC
Difficult, but one of the most optimal ways to spend meter for damage. 236H has quite a bit of hitstun, so by FRCing it you can dash in and continue a combo. This is especially strong in the corner. Example: 2S > 5H > 6K > 236H 6FRC6, c.S > 5H > 2D
5H vs. c.S link
5H is more optimal in some situations and can lead to noticeably higher damage, but may be impossible or extremely difficult to combo depending on the situation since it's slower and pushes you back further than c.S. In short, c.S is much more stable since it's faster and has less pushback. You can also choose to do c.S > 5H > 6K in most situations to increase the damage output, but only if you're very close to certain characters. If you don't know what to use, use c.S.
Looping the combo
You can increase the damage of the combo simply just by looping the sequence. This is stable in the corner but possible midscreen depending on the character and stand/crouch state. Example: 2S > 5H > 6K > 236H 6FRC6, c.S > 6K > 236H 6FRC6, c.S > 5H > 2D
Different enders
You can end it a few different ways. Going for a 2D knockdown is easiest but yields the least damage. You can aim to do a 6K > (2P/2K) link to increase the damage but depending on your current spacing it may not be possible to reach. You can go for c.S > 5H > 236K, but the same problem can present itself here. You can combine the two as well in some situations, ex: ... > 236H 6FRC6, c.S > 6K > 2K > 5H > 236k. The highest damage will typically come from simply ending with 6K > 236H, but this doesn't knock down. If you're unsure of what to go for, 2D is the safest bet for knockdown and 236H is the safest for damage.
"What's 6FRC6?"
That's inputting the first forward of a dash, then hitting your FRC button(s), then inputting the second forward input of the dash in one fluid sequence. If done correctly you'll get a dash at the first possible frame after the FRC cancels 236H.
"FRC isn't coming out."
You have a 2f frame window to get FRC, it's pretty difficult. Input it as Ky's cape is hitting his legs. Remember that 236S and 236H have different timings for when you have to input FRC so you may be getting them mixed up. If it's just not working, don't be discouraged, Lightning Sphere is a good alternative while you're practicing this.
"I can't link c.S after 6FRC6/I'm too far away from them when I link c.S."
Your dash after the FRC has to be clean so that you get the maximum possible time to run up and continue the combo. If you're linking c.S but they're too far away, you're using c.S too early and not dashing in deep enough.
"Should I use Stun Edge FRC or Lightning Sphere?"
In short, Lightning Sphere is much easier but does noticeably less damage in anything above 25 meter combos. 236H FRC works from more distances and does more damage, but can be character hurtbox dependent in how easy it is to perform or even if it's possible at all in certain situations. It's your choice what you want to go for.
2D > 236H FRC > 6H
Even more difficult, but also one of the most optimal uses of meter for damage midscreen. Useful, but very character specific. Example: c.S > 2S > 5H > 2D > 236H FRC > 6H > ...
The idea is to push them out as far as possible before using 2D so that 236H hits them as late and as low to the ground as possible. How you accomplish this is going to vary heavily depending on the character.
TK Ride The Lightning
If you Tiger Knee a Ride The Lightning (RTL), it'll launch them up higher so you can link a normal and combo. This enables confirms from far spaced 2D hits that aren't dependent on 2D > 236H FRC > 6H. Pretty difficult, but can be rewarding.
Why TK?
When performed in the air, RTL has different properties that launch the opponent up higher with each hit and move Ky less quickly horizontally. This enables you to continue the combo.
Do I link with 2P or c.S?
Almost always 2P, but against some characters and in some situations they get bounced high up enough to link c.S.
TK RTL vs. Sacred Edge damage
TK RTL carries the opponent further to the corner, and is almost always a mild damage increase over 2D > 236236P. It is less stable however, and more difficult.
Javelin FRC
Situationally used to squeeze more damage/reps out of H Javelin loops
Video Examples
