GGACR/Ky Kiske/Combos

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Revision as of 08:09, 24 October 2020 by DQRF (talk | contribs) (Updating Flags/Categories, Fixing Combo Notation Template)
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Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
AB = A.B.A
AN = Anji Mito
AX = Axl Low
BA = Baiken
BR = Bridget
CH = Chipp Zanuff
DI = Dizzy
ED = Eddie
FA = Faust
IN = I-No
JA = Jam Kuradoberi
JO = Johnny
JU = Justice
KL = Kliff Undersn
KY = Ky Kiske
MA = May
MI = Millia Rage
OR = Order-Sol (HOS)
PO = Potemkin
RO = Robo-Ky
SL = Slayer
SO = Sol Badguy
TE = Testament
VE = Venom
ZA = Zappa


Template

NOTE: This page is currently under construction! You can find some combos here in the meantime:
http://www.dustloop.com/forums/index.php?/forums/topic/177-ky-kiske-infocombos-thread-accent-core/&do=findComment&comment=24520
http://www.dustloop.com/forums/index.php?/forums/topic/6912-r-ky-combos-and-what-hits-who/

Combo Position Tension Gain Works on: Difficulty Notes
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combo transcript where Net Gain who Very Hard

Combo List

Taken from the Above Thread: "Just some testing I've done."

  • GS = Greed Sever 214k
  • SD = Stun Dipper 236k
  • 5h>GS 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 only. Corner only. Tested with Throw FRC Run 5h and GS 5h,6k.
  • Throw FRC 6h worked in AC, but is much easier on more of the cast, and 6h loops do much better damage now and less guard bar reduction.
  • 2d>Stun Dipper is something I use when possible for greater corner carry distance and other options.
Character 5k,5h>GS 5h,6k loop Throw FRC,6h 2d>SD 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>SD misses
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 GS bounce/5h,6k>GS 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>GS x3
  • Entries listed in DarkKhaki are either optional or situational.

Standard Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
(5K/2K) > c.S > 2D any 51 7.92 all Very Easy 2D > 236D will set up basic okizeme
6P > 2H > 623H~H any 96 13.68 all Very Easy Anti air
214K > c.S > 2H > 623H~H any 91 20.88 all Very Easy Greed Sever confirm
(5k/2K) > c.S > 6K > 236D~4D > 2K > 2D any 106 ?? all Easy 25 meter, Feel free to choose a different ender after the sphere connects, like a 6K link, or a Stun Dipper ender
(5K/2K) > c.S > 6K > 236D~4D > 4~6D any 138 ?? all Easy 50 meter, big damage
(5K/2K) > c.S > 2D > 236236P any 103 ?? all Easy 50 meter, 236D after for oki
214K > c.S > 2H > 623H~S > 66H > 2H > 623H~H corner 125 35.76 all Easy VT loop, you can start this off of anything that puts the opponent in the air(214K, Throw RC, etc.)
214K > c.S > 2H > 623H~S > 66H > 6K corner 116 ?? all Easy VT loop alternate end, keeps them deep in the corner
5K > c.S > 6K > 236D~4D > 4~6D > 6H > delayed 6K corner 161 ?? all Easy 50 meter, big damage into knockdown.

Throw Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
Throw RC(FRC) > 66c.S > 2H > 623H~H > 2P > c.S > 2H > 623H~H any ?? ?? all Easy
Airthrow > 2P > c.S > 2H > 623H~H corner ?? ?? all Easy

Counter-hit Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
6P CH > 6H > 6H > 662P > c.S > 2H > 623H~H any ?? ?? all Easy

5D Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
5D JC > j.S JC > j.S JC > j.S > j.H > 623H~H any ?? ?? all Very Easy
5D JC > j.H JC > j.S JC > j.S JC > j.S > j.H > 623H~H any ?? ?? all Easy
5D JC > JC > j.S > c.S > 2H > 623H~H any ?? ?? all Medium Impossible Dust combo

Combo Theory

Video Examples

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