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| {{#lst:{{BASEPAGENAME}}/Data|Links}} | | {{GGST/CharacterLinks}} |
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| <div style="float:left; margin-right:25px;">
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| {{TOC limit|3}}
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| </div>
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| {{Combo Notation | | {{Combo Notation |
| | game=GGST | | | game=GGST |
| }} | | }} |
| | ==Read First== |
| | *All damage values are tested on {{Character Label|GGST|Ky Kiske|label=Ky}} at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used. |
| | *This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field). |
| | *The list is focused on most practical examples, not every single option that exists. |
| | *The difficulty is ranked on a scale of 1 to 5 ({{clr|1|Very Easy}}, {{clr|2|Easy}}, {{clr|3|Medium}}, {{clr|4|Hard}} and {{clr|5|Very Hard}}) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc). |
| | *All Wallbreak combos that end with {{MMC|input=214S|label={{clr|S|214S}}}} can be ended with {{MMC|input=623H|label={{clr|H|623H}}}} for more damage, or {{MMC|input=236D|label={{clr|D|236[D]}}}} for hard knockdown. If you would like to spend meter for more damage, keep Shock State, and get hard knockdown after Wallbreak use {{MMC|input=236236P|label={{clr|P|236236P}}}}. |
| | |
| | ==Beginner Combos== |
| | {{BeginnerComboDef}} |
| | |
| | # [[#Ky Beginner Combo 1|BNB Close Range Ground Combo]] |
| | # [[#Ky Beginner Combo 2|Close Range Okizeme Ender]] |
| | # [[#Ky Beginner Combo 3|Close Range Light Starter]] |
| | # [[#Ky Beginner Combo 4|Mid Range Poke Starter]] |
| | # [[#Ky Beginner Combo 5|Anti-Air/Anti-Poke Starter]] |
| | # [[#Ky Beginner Combo 6|Charged Dust Starter]] |
| | |
| | ===<span style="visibility:hidden;font-size:0">BNB Close Range Ground Combo</span>=== |
| | {{TheoryBox |
| | | Title = {{keyword|BNB}} Close Range Ground Combo |
| | | Oneliner = The one combo you should never forget. |
| | <br>118 Damage |
| | | Difficulty = Very Easy |
| | | Anchor = Ky Beginner Combo 1 |
| | | Video = GGST Ky Close Range BNB.mp4 |
| | | Size = 256x192 |
| | | Recipe = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}} |
| | | content = |
| | This combo is a staple that all Ky players should know, as it applies [[../Strategy#Shock_State|Shock State]] on hit and gives a {{Keyword|Hard Knockdown}}, which can set up for Ky's dangerous {{Keyword|okizeme}} game or give him a {{keyword|meaty}}. This combo can also do some heavy lifting for Ky when performing a {{keyword|block string}} in terms of decision making. This is due to the ender of this combo being safe to counterattacks on block |
| | |
| | In addition, the {{clr|H|2H}} part of this combo can be delayed on block to catch opponents trying to press buttons during Ky's {{clr|S|c.S}} pressure. This in turn opens them up to a throw once they stop mashing buttons, which also gives a meaty attack. |
| | |
| | In the midscreen, Ky usually just gets a meaty {{MMC|input=c.S|label={{clr|S|c.S}}}} after {{clr|S|214S}}, but in the corner it becomes much easier for Ky to use {{MMC|input=236H|label={{clr|H|236H}}}} after {{clr|S|214S}} to gain lots of frame advantage on block. For more information on Ky's {{Keyword|okizeme}}, check [[../Strategy#Okizeme|his Strategy page here]]. |
| | }} |
| | |
| | ===<span style="visibility:hidden;font-size:0">Close Range Okizeme Ender</span>=== |
| | {{TheoryBox |
| | | Title = Close Range Okizeme Ender |
| | | Oneliner = When you need a more direct way to start your offense.<br>46-50 Damage (Depending on starter) |
| | | Difficulty = Very Easy |
| | | Anchor = Ky Beginner Combo 2 |
| | | Video = GGST Ky Close Range Okizeme Starter.mp4 |
| | | Size = 256x192 |
| | | Recipe = Starter > {{clr|D|2D}} > dl. {{clr|H|236H}} |
| | | content = |
| | A simple yet essential string in any Ky's repertoire, for it grants a {{Keyword|Hard Knockdown}} that starts his okizeme game with {{MMC|input=236H|label={{clr|H|236H}}}} anywhere on the stage. |
| | |
| | Ky's starters into {{clr|D|2D}} include: {{clr|K|5K}}, {{clr|K|2K}}, and {{clr|S|c.S}}. {{clr|K|2K}} is often used in neutral situations due to its balance of range and speed to catch the opponent off guard in neutral with a run up into the move. This works very well as {{clr|K|2K}} has a decent amount of range, is fast, and combos into {{clr|D|2D}} at many distances. {{clr|K|5K}} is more often used during {{keyword|okizeme}} with its infamously long active frames and quick recovery. {{clr|S|c.S}} is used to easily catch escapes with a jump. This is done by delay canceling into {{clr|D|2D}} on block. {{clr|S|c.S}} also can be used as a way to go into okizeme from a {{keyword|punish}} that is slightly more damaging. |
| | |
| | This combo done with {{Prompt|GGST|K}} buttons also works great as a jump in starter from {{keyword|IAD}} {{clr|H|j.H}} for easy air to ground conversions. |
| | |
| | On block, this combo provides many opportunities for catching the opponent off guard during block pressure. For example, using {{clr|K|5K}} with a slight (2f minimum) delay into {{clr|D|2D}} is a 1f (minimum) {{keyword|frame trap}}, which when canceled into {{clr|S|214S}} is a natural 1f double frame trap and safe situation if the opponent is not hit by {{clr|D|2D}}. |
| | |
| | {{ComboText|{{clr|K|2K}} > {{clr|D|2D}}}} into a blocked {{clr|S|214S}} can be used after a blocked [[../Strategy#Shock_State|Shock State]] {{MMC|input=214K|label={{clr|K|214K}}}} for a {{Keyword|Frame Trap}}, but it also combos if the opponent is hit by the SS {{clr|K|214K}}. |
| | }} |
| | |
| | ===<span style="visibility:hidden;font-size:0">Close Range Light Starter</span>=== |
| | {{TheoryBox |
| | | Title = Close Range Light Starter |
| | | Oneliner = Sometimes it's all you get.<br>64-71 Damage (Depending on amount of {{clr|P|P}}s used.) |
| | | Difficulty = Very Easy |
| | | Anchor = Ky Beginner Combo 3 |
| | | Video = GGST Ky Close Range Light Starter.mp4 |
| | | Size = 256x192 |
| | | Recipe = ({{clr|P|5P}} or {{clr|P|2P}}) xN > {{clr|P|6P}} > {{clr|S|214S}} |
| | | content = A versatile string for Ky to confirm a knockdown from {{clr|P|2P}}, either during low-risk pressure or to regain control of the situation from {{clr|P|2P}} {{keyword|abare}}. Even if this starter does not give the option of {{MMC|input=236H|label={{clr|H|236H}}}} {{keyword|okizeme}}, it is still necessary due to not having access to {{clr|D|2D}} from {{clr|P|P}} normals. This gives similar oki to the [[#BNB Close Range Ground Combo|BNB Close Range Ground Combo]] posted above. This combo also works as a good block string confirm from close range, due to the {{clr|S|214S}} ender being safe on block from all ranges. |
| | |
| | Subtract the amount of {{clr|P|P}}s based on range from the opponent, as too many will cause {{clr|P|6P}} to whiff. Generally, if Ky is almost touching their collision box you are able to get two hits before needing to gatling into {{clr|P|6P}}. |
| | }} |
| | |
| | ===<span style="visibility:hidden;font-size:0">Mid Range Poke Starter</span>=== |
| | {{TheoryBox |
| | | Title = Mid Range Poke Starter |
| | | Oneliner = The best way to convert from controlling space to starting offense. <br>62-97 Damage (Depending on starter) |
| | | Difficulty = Easy |
| | | Anchor = Ky Beginner Combo 4 |
| | | Video = GGST Ky Mid Range Poke Starter.mp4 |
| | | Size = 256x192 |
| | | Recipe = Midrange Starter > ({{clr|H|5H}}) > (dl.) {{clr|K|236K}} |
| | | content = In most cases Ky is not able to convert into {{clr|S|214S}} from far-reaching pokes, so this combo is his next best option to still score a knockdown. However, {{MMC|input=236K|label=Stun Dipper}} only provides a {{Keyword|Soft Knockdown}}, so Ky does not have time for {{MMC|input=236H|label={{clr|H|236H}}}} and only gets a meaty {{clr|K|5K}} afterwards. |
| | |
| | Notable midrange starters include: {{clr|S|2S}} and {{clr|S|f.S}}. {{clr|S|f.S}} goes farther but could get changed to a {{clr|S|c.S}} input if done too close, while {{clr|S|2S}} goes a little shorter but always will be the same move, regardless of proximity. |
| | |
| | A max range {{clr|S|f.S}} or {{clr|S|2S}} will only be able to convert into {{clr|K|236K}}. If the combo is started right next to the opponent, you will have to delay the {{clr|K|236K}} after the {{clr|H|5H}} in order for the {{clr|K|236K}} to connect both hits. This combo's beginning also can be used as a great {{tt|block string.| Parts of this combo can catch opponents jumping out of block stun during block strings by using a delayed gatling to {{clr|S|2S}} from {{clr|S|c.S}} on block. This can then lead to a {{clr|H|5H}} > {{clr|K|236K}} on hit (most of the time) or {{clr|H|5H}} > {{clr|S|236S}} on block.}} |
| | |
| | On Counter Hit, {{clr|S|f.S}} and {{clr|S|2S}} will directly combo into {{clr|K|236K}} from any range due to the CH slowdown. |
| | |
| | On block, {{MMC|input=236S|label={{clr|S|236S}}}} can work as a {{keyword|block string}} ender off of most poke starters due to Ky being out of range for {{clr|S|214S}}. |
| | }} |
| | |
| | ===<span style="visibility:hidden;font-size:0">Anti-Air/Anti-Poke Starter</span>=== |
| | {{TheoryBox |
| | | Title = Anti-Air/Anti-Poke Starter |
| | | Oneliner = Stopping approaches from any angle.<br>68 Damage |
| | | Difficulty = Very Easy |
| | | Anchor = Ky Beginner Combo 5 |
| | | Video = GGST Ky Anti-Air-Anti-Poke Combo.mp4 |
| | | Size = 256x192 |
| | | Recipe = {{clr|P|6P}} > {{clr|S|214S}}/{{clr|K|214K}} |
| | | content = |
| | The upper body invincibility also naturally makes {{clr|P|6P}} a reliable anti-air, stopping opponents both jumping and Instant Air Dashing in while turning their approach into a {{MMC|input=214S|label=Dire Eclat}} okizeme situation for Ky. |
| | |
| | On Counter Hit, {{MMC|input=214K|label={{clr|K|214K}}}} also gives a hard knockdown but one that is closer to Ky than {{MMC|input=214S|label={{clr|S|214S}}}}'s, allowing for more {{keyword|okizeme}} options like dash {{MMC|input=236H|label={{clr|H|236H}}}}. |
| | }} |
| | |
| | ===<span style="visibility:hidden;font-size:0">Charged Dust Starter</span>=== |
| | <tabber> Almost All Characters = |
| | {{TheoryBox |
| | | Title = Charged Dust Starter |
| | | Oneliner = For big punishes, or just catching people sleeping.<br>214 Damage |
| | | Difficulty = Easy |
| | | Anchor = Ky Beginner Combo 6 |
| | | Video = GGST Ky Charged Dust Starter.mp4 |
| | | Size = 256x192 |
| | | Recipe = {{clr|D|5[D]}} > [7/8/9] > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|H|j.H}} > 9jc > {{clr|H|j.HH}} |
| | |
| | | content = |
| | A big damage [[GGST/Mechanics#Homing Jump|Homing Jump]] combo from a Charged Dust starter. Charged Dust is slow at 28f startup and reactable as a mix-up, but neither of those factor into its usage as a reliable {{keyword|reversal}} punish. The Finish Blow smash knockdown ender gives him enough time to run forward for a meaty. |
| | You will need a different version of this combo for it to work on {{CLabel|GGST|May}}. |
| | }} |
| | |-| |
| | May Version= |
| | {{TheoryBox |
| | | Title = Charged Dust Starter For {{CLabel|GGST|May}} |
| | | Oneliner = For just May.<br>230 Damage |
| | | Difficulty = Easy |
| | | Anchor = Ky Beginner Combo 6 May |
| | | Video = GGST Ky May Charged Dust Starter.mp4 |
| | | Size = 256x192 |
| | | Recipe = {{clr|D|5[D]}} > [7/8/9] > {{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|H|j.H}} > 9jc > {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|H|j.HH}} |
| | | content = |
| | Optimal {{clr|D|Dust}} combo that works on {{CLabel|GGST|May}}. |
| | }} |
| | </tabber> |
| | |
| | ==Combo Theory== |
| | <tabber> |
| | Get The Knockdown= |
| | {{TheoryBox |
| | | Title = Get The Knockdown/Push To The Corner |
| | | Oneliner = |
| | | Difficulty = |
| | | Anchor = |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = |
| | | content = |
| | The goal with combos is to end them in a way that gets you some kind of advantage beyond just damage. You can end combos into a knockdown, or corner carry to put yourself in a better position. Each ender you choose will set up a different situation after the combo, so think about what you want to accomplish. |
| | |
| | Example enders: |
| | * ... > {{clr|D|2D}} |
| | ** Hard knockdown close to Ky, allowing many okizeme setups. |
| | * ... > {{clr|D|2D}} > {{clr|S|214S}} |
| | ** Corner carry with a knockdown farther from Ky that still allows for good oki. Can give the opponent a soft knockdown if too many normals are used beforehand, such as {{clr|H|j.H}} > {{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}}. |
| | * {{clr|S|f.S/2S}} > {{clr|K|236K}} |
| | ** Corner carry and damage option, but with weaker oki due to Stun Dipper's short knockdown time. |
| | * ...(airborne opponent) > {{clr|H|5H/2H}} > {{clr|K|214K}} |
| | ** Large amount of corner carry. |
| | * ... > {{clr|H|632146H}} / {{clr|P|236236P}} |
| | ** Overdrive ender for high damage, and in Ride The Lightning's case a huge amount of corner carry, wallbreaking from a slightly further distance than round start position. |
| | }} |
| | |-| |
| | 214S OTG Relaunch and 6H Wallbounce= |
| | {{TheoryBox |
| | | Title = {{clr|S|214S}} OTG Relaunch and {{clr|H|6H}} Wallbounce |
| | | Oneliner = |
| | | Difficulty = |
| | | Anchor = |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = |
| | | content = In the corner, {{clr|H|6H}} will bounce the opponent off the wall on hit, which allows combo extensions afterwards with an air hit {{clr|S|214S}}. This gives Ky enough time to run up for an Off-the-Ground hit. This can be used to continue the combo, with moves such as {{clr|K|2K}} and {{clr|K|5K}}. |
| | |
| | Essentially, there's a short time after an opponent is hit by {{clr|S|214S}} that they can be launched into the air again if struck by an attack. The most reliable move you have to do this with is {{clr|K|2K}}, since it's very fast, reaches a long distance, and gatlings to {{clr|H|6H}} to allow you to wallbounce the opponent. |
| | |
| | If you think the opponent may be too far to hit an OTG relaunch, you can also PRC the recovery of the {{clr|S|214S}} to make the confirm much easier. |
| | |
| | Example routes: <br> |
| | *{{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|214S}}, 66{{clr|K|2K}} > {{clr|H|6H}} > SS {{clr|H|623H}}, {{clr|P|5P}} > {{clr|H|623H}} |
| | *CH {{clr|S|214S}}, {{clr|H|66H}} > {{clr|H|623H}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|623H}} > {{clr|S|623S}} |
| | }} |
| | |-| |
| | j.D Launch= |
| | {{TheoryBox |
| | | Title = {{clr|D|j.D}} Launch |
| | | Oneliner = |
| | | Difficulty = |
| | | Anchor = |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = |
| | | content = Ky can launch grounded opponents with {{clr|D|j.D}}, allowing him to follow up with an immediate airdash into another aerial button, such as {{clr|P|j.P}} to float the opponent higher, {{clr|S|j.S}} for damage, {{clr|H|j.H}} for midscreen BNBs off of {{clr|S|c.S}}, or {{clr|K|j.K}} for consistency. After the followup air button, Ky can further juggle the opponent by using {{clr|S|c.S}} if close enough, or {{clr|K|2K}} > {{clr|H|6H}} when near the corner to extend the combo. |
| | |
| | {{clr|D|j.D}} can also be hit confirmed off of a normal or counter hit {{clr|S|c.S}}, and {{clr|D|j.D}} launch routes boast the greatest meterless wall carry out of all grounded Ky combos. |
| | }} |
| | </tabber> |
| | |
| | ==Core Combos== |
| | {{CoreComboDef}} |
| | # [[#Ky Core Combo 1|Close Range Corner BNB]] |
| | # [[#Ky Core Combo 2|Close Range Metered Midscreen Starter]] |
| | # [[#Ky Core Counterhit Repository|Counterhit Combo Repository]] |
| | # [[#Ky Core Combo 6|Basic Metered Any Starter and Position Combo]] ('''Use this combo as a beginner metered combo!''') |
| | |
| | <tabber> Normal Version= |
| | {{TheoryBox |
| | | Title = Close Range Corner BNB |
| | | Oneliner = Utilize the shock state's launching properties!<br>238 Damage |
| | | Difficulty = Easy |
| | | Anchor = Ky Core Combo 1 |
| | | Video = GGST Ky Optimized Close Range Corner BNB.mp4 |
| | | Size = 256x192 |
| | | Recipe = {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|214S}} > 66{{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|623H}} > {{clr|S|c.S}} WS > {{clr|S|214S}} WB |
| | | content = This combo is one of Ky's most damaging, while also being quite short and simple. It can be used as a {{keyword|DP}} punish in the corner, a backdash punish in the corner, (usually done by delaying {{clr|H|6H}} after {{clr|S|c.S}}) or a Blue Burst punish in the corner. In short, this combo is doable off of many punishes in the corner! |
| | |
| | There is a microdash in this combo, which is the 66{{clr|K|5K}} that gives Ky a vital consistent pickup. This dash might seem tough at first, but remember to not dash for too long and to set a dash button if a double tap is tough on your hands. |
| | |
| | Against large hurtbox characters in {{clr|S|c.S}} range, you might have to delay the first {{clr|S|214S}} after the {{clr|H|6H}} for the opponent to be closer to you in order to land the {{clr|K|2K}} WS. |
| | |
| | On the second {{clr|H|6H}} in the combo, instead of continuing, you can special cancel into {{clr|H|236H}} for an okizeme reset. |
| | }} |
| | |-| |
| | Easier Version= |
| | {{TheoryBox |
| | | Title = Close Range Easier Corner BNB |
| | | Oneliner = If the microdash is too tough for you.<br>231 Damage |
| | | Difficulty = Very Easy |
| | | Anchor = Ky Core Combo 1 Easy Version |
| | | Video = GGST Ky Easier Close Range Corner BNB.mp4 |
| | | Size = 256x192 |
| | | Recipe = {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|214S}} > {{clr|H|5H}} > {{clr|K|214K}} > {{clr|H|6H}} WS > {{clr|S|214S}} WB |
| | | content = This combo can be used in all the ways the harder version can be used in but requires less adjustments than the harder version of this combo due to it not requiring a microdash to continue the combo after {{clr|S|214S}}. It also does not have to be adjusted for large hurtboxes at all. In exchange, Ky loses a bit of damage. In short, use this combo to start if microdashing is too difficult for you. |
| | }} |
| | </tabber> |
| | |
| | ===<span style="visibility:hidden;font-size:0">Optimized Close Range Metered Midscreen Starter</span>=== |
| | {{TheoryBox |
| | | Title = Optimized Close Range Metered Midscreen Starter |
| | | Oneliner = Utilize the shock state's launching properties, this time with meter!<br>252 Damage |
| | | Difficulty = Easy |
| | | Anchor = Ky Core Combo 2 |
| | | Video = GGST Ky Optimized Close Range Metered Midscreen Starter.mp4 |
| | | Size = 256x192 |
| | | Recipe = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}} > 66RRC > 66 > {{clr|H|2H}} > {{clr|H|623H}} > {{clr|S|c.S}} > {{clr|H|6H}} WS > {{clr|S|214S}} WB |
| | | content = This combo provides a slightly less safe way to catch the opponent's jump after a blocked {{clr|S|c.S}} on offense compared to {{clr|S|2S}} > {{clr|H|5H}} but paired with the power of the roman cancel gives it a great reward on hit. |
| | |
| | If the opponent stays patient you are still rewarded with a safe blockstring ender in {{clr|S|214S}}. This means trying to fish for this combo incurs little risk to you. |
| | |
| | As long as the first half of the combo includes a {{clr|S|214S}} in it, it is very likely you can do the RC part of this combo with no issues on multiple different starters. |
| | |
| | Doing a delayed {{clr|H|236H}} after the second {{clr|S|c.S}} provides an okizeme reset. |
| | }} |
| | |
| | <tabber> Preface= |
| | {{TheoryBox |
| | | Title = Counterhit Combo Repository |
| | | Oneliner = Click the buttons above the box to navigate. |
| | | Difficulty = |
| | | Anchor = Ky Core Counterhit Repository |
| | | Video = |
| | | Size = |
| | | Recipe = |
| | | content = |
| | }} |
| | |-| |
| | In Corner 6H= |
| | {{TheoryBox |
| | | Title = Optimized {{clr|H|6H}} Counterhit Corner Starter |
| | | Oneliner = Utilize stagger pressure to catch the opponents mashing attempts!<br>246 Damage |
| | | Difficulty = Easy |
| | | Anchor = Ky Core Combo 3 |
| | | Video = GGST Ky Optimized Heavy Normal Counterhit Corner Starter.mp4 |
| | | Size = 256x192 |
| | | Recipe = {{clr|H|6H}} CH > {{clr|H|236H}} > {{clr|H|6H}} > {{clr|H|623H}} > {{clr|S|c.S}} > {{clr|H|6H}} WS > {{clr|S|214S}} WB |
| | | content = This combo is one of Ky's most high damaging corner sequences, but may require conditioning the opponent to mash by resetting pressure with a blocked {{clr|S|c.S}} or by using an auto timed frametrap with {{clr|K|2K}} > {{clr|H|6H}}, as after the {{clr|H|6H}} in the corner on block you are still in range for either another {{clr|K|2K}} string or a cancel into {{clr|S|214S}}. But the trait that makes this string particularly useful is that it contains a tight gap that is not challengable by 5 frames or slower buttons. Even if your conditioning fails, you can still rely on {{clr|S|214S}} to end pressure safely after {{clr|H|6H}}. |
| | |
| | <!-- I would just remove this but this doc seems to confuse (former) heavyweights with large hurtboxes in some cases, so whether this is still applicable in some way should be verified: |
| | |
| | On heavyweights such as {{Character Label|GGST|Potemkin}} you must swap out the {{clr|S|c.S}} for a {{clr|K|2K}} for the combo to connect. --> |
| | }} |
| | |-| |
| | Midscreen 2D= |
| | {{TheoryBox |
| | | Title = Optimized {{clr|D|2D}} Counterhit Midscreen Starter |
| | | Oneliner = Utilize stagger pressure to catch the opponents mashing attempts, but in the midscreen!<br>177 Damage |
| | | Difficulty = Medium |
| | | Anchor = Ky Core Combo 4 |
| | | Video = GGST Ky Optimized Heavy Normal Counterhit Midscreen Starter.mp4 |
| | | Size = 256x192 |
| | | Recipe = {{clr|D|2D}} CH > {{clr|K|214K}} > 66{{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}} > {{clr|K|5K}} > {{clr|H|6H}} WS > {{clr|S|214S}} WB |
| | | content = This combo gives you a very high reward off of a low risk string in {{clr|K|2K}} > dl.{{clr|D|2D}}. As if this fails, you can still rely on {{clr|S|214S}} to end pressure safely after {{clr|D|2D}}. |
| | |
| | If you are not close to the corner after the second {{clr|K|214K}}, you can dash up and use {{clr|H|236H}} for oki. |
| | }} |
| | |-| |
| | Midscreen 5H= |
| | {{TheoryBox |
| | | Title = Optimized {{clr|H|5H}} Counterhit Midscreen Oki Setup |
| | | Oneliner = Get some good oki from an auto timed frametrap!<br>112 Damage |
| | | Difficulty = Easy |
| | | Anchor = Ky Core Combo 5 |
| | | Video = GGST Ky Optimized 5H Counterhit Midscreen Combo.mp4 |
| | | Size = 256x192 |
| | | Recipe = {{clr|H|5H}} CH > {{clr|K|214K}} > {{clr|K|2K}} > {{clr|D|2D}} > dl.{{clr|H|236H}} |
| | | content = This combo synergizes well with the {{clr|S|2S}} > {{clr|H|5H}} blockstring, as if you do it with only a slight delay there will be a gap where the opponent can mash in between {{clr|S|2S}} and {{clr|H|5H}}. After hitting this combo, it leaves Ky in the same situation as the [[../Combos#Ky_Beginner_Combo_2|Close Range Okizeme Ender]] combo. The {{clr|S|2S}} > {{clr|H|5H}} string is also useful as it has lots of range and can still connect with the opponent even if they are attempting to push you back with [[GGST/Mechanics#Faultless_Defense|Faultless Defense]]. |
| | |
| | If you are in the corner, you can use {{clr|H|6H}} after {{clr|K|2K}} instead of {{clr|D|2D}} for better damage while still getting okizeme. You are able to do {{clr|H|236H}} without a delay in this situation due to the {{clr|H|6H}} wallbounce. |
| | }} |
| | </tabber> |
| | |
| | ===<span style="visibility:hidden;font-size:0">Basic Metered Any Starter and Position Combo</span>=== |
| | {{TheoryBox |
| | | Title = Basic Metered Any Starter and Position Combo |
| | | Oneliner = Works off of any move that Ky has!<br>??? Damage |
| | | Difficulty = Easy |
| | | Anchor = Ky Core Combo 6 |
| | | Video = GGST Ky Basic Metered Any Starter and Position Combo.mp4 |
| | | Size = 256x192 |
| | | Recipe = Starter > RRC > 66{{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}}<br> |
| | (if in midscreen) 66{{clr|H|236H}}<br> |
| | (if in corner) 66{{clr|K|5K}} > {{clr|H|6H}} WS > {{clr|S|214S}} WB |
| | | content = This combo can be a good one to start out with if you do not know what to use your meter for in confirms. Red RC is the only way to capitalize off of using {{clr|K|236K}} raw in neutral, as it is normally very unsafe but very fast as a tradeoff. Using Roman Cancel negates all of the downsides of the move; on block you can convert into a block string and on hit you can confirm into this combo. |
| | |
| | This combo also works great off of {{clr|D|5D}}, as it is normally not comboable at all. |
| | |
| | If in the midscreen, using dash {{clr|H|236H}} will give great okizeme, as {{clr|K|214K}} gives a hard knockdown. |
| | }} |
| | |
| | ==Specialized Combos== |
| | {{SpecializedComboDef}} |
| | <tabber> |
| | In The Midscreen= |
| | {{TheoryBox |
| | | Title = Optimized Close Range Midscreen Burst Punish |
| | | Oneliner = Wallbreak from much farther than normal without any meter!<br>225-233 Damage (Depends on if {{clr|K|2K}} or {{clr|S|c.S}} is used after {{clr|H|j.H}}) |
| | | Difficulty = Medium |
| | | Anchor = Ky Core Combo 1 |
| | | Video = GGST Ky Optimized Close Range Midscreen Standing BNB.webm |
| | | Size = 256x192 |
| | | Recipe = {{clr|S|c.S}} > jc > {{clr|D|j.D}} > adc > {{clr|H|j.H}} > {{clr|K|2K}} > {{clr|H|6H}} > {{clr|K|2K}} > {{clr|H|6H}} > dl.{{clr|H|623H}} WS > {{clr|S|214S}} WB |
| | | content = This combo may seem complex, but when boiled down has only a few parts that are needed to be mastered in order to perform it. |
| | |
| | This combo is Ky's best midscreen wallbreak without meter, but also the most specific, as the opponent has to be directly where the video shows for it to work. If you are too close to the corner, the first {{clr|K|2K}} > {{clr|H|6H}} loop will wallbounce the opponent too quickly and not give enough time for the second loop. In the midscreen the {{ComboText|{{clr|K|2K}} > {{clr|H|6H}}}} will just blow the opponent back, not leading to anything afterwards. On block this combo does not provide as much value as a block string as the [[../Combos#Ky_Beginner_Combo_1|first beginner combo]] due to the opponent needing to be standing for the {{clr|S|c.S}} to {{clr|D|j.D}} starter to connect on block and on hit. |
| | |
| | This combo is recommended as a blue burst punish after a jump cancelled {{clr|S|c.S}} in this specific position on the screen. |
| | |
| | You can also do only one loop of {{ComboText|{{clr|K|2K}} > {{clr|H|6H}}}} with a special canceled {{clr|H|236H}} afterwards for okizeme. |
| | |
| | The first {{clr|K|2K}} can be replaced with a {{clr|S|c.S}} on medium and lightweight characters for extra damage. |
| | }} |
| | |-| |
| | At Fullscreen= |
| | {{TheoryBox |
| | | Title = Optimized Close Range Fullscreen Burst Punish |
| | | Oneliner = <!-- I would just remove this but this doc seems to confuse (former) heavyweights with large hurtboxes in some cases, so whether this is still applicable in some way should be verified: |
| | |
| | Must be altered heavily for heavyweights.<br> -->170-211 Damage |
| | | Difficulty = Medium |
| | | Anchor = Ky Core Combo 1 Fullscreen |
| | | Video = GGST Ky Optimized Close Range Fullscreen Burst Punish.mp4 |
| | | Size = 256x192 |
| | | Recipe = Base Combo Piece: {{clr|S|c.S}} > jc > {{clr|D|j.D}} > adc > {{clr|H|j.H}} > {{clr|S|c.S}} > dc kara {{clr|K|214K}} (66{{clr|K|214K}}) > {{clr|H|5H}} > {{clr|K|214K}} <br>If at fullscreen: 66{{clr|H|236H}}<br>If a little closer to corner: {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|214S}} |
| | | content = This combo is Ky's best bet in terms of corner carry from a blue burst punish as it can provide oki or a wallbreak if you are close enough to the wall. On block it does not provide as much value as a block string as the [[../Combos#Ky_Beginner_Combo_1|first beginner combo]] due to the fact that {{MMC|input=j.D|label={{clr|D|j.D}}}} whiffs on crouching opponents from a jump cancelled {{clr|S|c.S}}. |
| | |
| | This combo also uses a kara dash cancel, which is performed by doing the dash (usually buffered with the dash button), the move's input, and then the button needed to perform it. This window to input the special is tight at first but becomes easier with practice. |
| | |
| | When at fullscreen distance it is best to use {{clr|H|236H}} for oki after {{clr|K|214K}}. If you are in the corner after the last {{clr|K|214K}}, end the combo with a {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|214S}} for a wallbreak. |
| | |
| | <!-- I would just remove this but this doc seems to confuse (former) heavyweights with large hurtboxes in some cases, so whether this is still applicable in some way should be verified: |
| | |
| | On heavyweights such as {{Character Label|GGST|Potemkin}}, you will have to alter the combo. --> |
| | }} |
| | |-| |
| | At Fullscreen (Heavyweights)= |
| | {{TheoryBox |
| | | Title = Optimized Close Range Fullscreen Heavyweight Burst Punish<!-- I would just remove this combo but this doc seems to confuse (former) heavyweights with large hurtboxes in some cases, so whether this is still applicable in some way should be verified. See also the S starter combo table where there's an entire separate combo compared to these two? Make it make sense? --> |
| | | Oneliner = Needed for heavyweights only, or as an easier combo.<br>156-210 Damage |
| | | Difficulty = Easy |
| | | Anchor = Ky Core Combo 1 Fullscreen Heavyweight Punish |
| | | Video = GGST Ky Optimized Close Range Fullscreen Heavyweight Burst Punish.mp4 |
| | | Size = 256x192 |
| | | Recipe = Base Combo Piece: {{clr|S|c.S}} > jc > {{clr|D|j.D}} > adc > {{clr|K|j.K}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|K|214K}} <br>If at fullscreen: 66{{clr|H|236H}}<br>If a little closer to corner: {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|214S}} |
| | | content = This combo provides the same oki as the other fullscreen punish, while also being usable on other weight classes besides heavyweights as an easier combo. This does not allow for the extra corner carry that the dash cancel brings and ends the combo early, but still gives {{clr|H|236H}} oki and the corner extension if you start the combo in the middle of the screen. |
| | }} |
| | </tabber> |
| | <tabber> |
| | Preface= |
| | {{TheoryBox |
| | | Title = Dragon Install Combo Theory |
| | | Oneliner = |
| | | Difficulty = |
| | | Anchor = |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = |
| | | content = In Dragon Install, Ky's combos are greatly improved in damage and Okizeme, but they execute somewhat differently. Know well about how the DI specials change to create your own efficient DI combos. |
| | |
| | * The specials are ranked in efficiency for their usage within DI combos, as opposed to neutral or other usage. |
| | }} |
| | |-| |
| | H Vapor Thrust= |
| | {{TheoryBox |
| | | Title = {{clr|H|H}} Vapor Thrust ({{clr|H|623H}}) |
| | | Oneliner = |
| | | Difficulty = |
| | | Anchor = |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = |
| | | content = * Pre DI: Reversal starter, Shock State combo filler, wall breaker. |
| | * DI: Better reversal starter (+), all purpose Combo filler (+++), not a good wall breaker (very mild -), air-to-ground combo converter (+). |
| | |
| | In DI, {{clr|H|H}} Vapor Thrust is significantly buffed. It pops the opponent very high on hit, even on normal ground hit. Links to a {{clr|S|c.S}} on hit even in midscreen. However, the time to confirm a midscreen hit as a launcher is quite tight, allowing merely 1-2 hits before {{clr|H|623H}} only, and the route is only reliable when in very limited range (e.g. {{clr|K|5K}}/{{clr|K|2K}}/{{clr|S|c.S}} > {{clr|D|2D}} > {{clr|H|623H}}). Be sure that the opponent is opened up or you will end up with a blocked DP. When the opponent is cornered, the confirm window becomes wider with {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|623H}}. |
| | |
| | Notably DI {{clr|H|623H}} launches lower and pushes back further as combo time lengthens. To counter this effect, Ky needs to launch the opponent early in the combo, with normals or DI {{clr|H|623H}} to build up the height, then the rest of the combo can go on with decreased push back and enough height in the air. |
| | |
| | Other than combo filler, DI {{clr|H|623H}} has a less seen use: you can actually use {{clr|H|j.623H}} to confirm air hits into ground combos. This must be done high to gain enough frames to attack before the opponent hits the ground. |
| | |
| | {{clr|H|623H}} is "the wall breaker" before DI, but in DI it becomes a 3-hit move, resulting lower wall break damage. Use {{clr|D|5[D]}} when close and with enough time, or {{clr|H|6H}} as a quicker and longer substitution. |
| | }} |
| | |-| |
| | Stun Dipper= |
| | {{TheoryBox |
| | | Title = Stun Dipper ({{clr|K|236K}}) |
| | | Oneliner = |
| | | Difficulty = |
| | | Anchor = |
| | | Video = GGST Ky Kiske DI Stun Dipper Combos.webm |
| | | Size = 256x192 |
| | | Recipe = |
| | | content = * Pre DI: Mid-range soft knock down securer. |
| | * DI: High damage hard knock down securer, great ender of midscreen combos (++). |
| | |
| | Stun Dipper is another greatly buffed move in DI. It now HKDs opponents allowing Charged Stun Edge okizeme, making this move far beyond a mid-range soft knock down securer. Easiest way to utilize DI Stun Dipper is to simply cancel from {{clr|D|2D}} to add free damage without losing any bit of Okizeme. For short combos in midscreen, Stun Dipper works well against airborne opponents, but usually you need to delay the input for a full hit. Moreover, DI Stun Dipper gets 80% extra damage, making it an optimized ender in case of both damage and Okizeme midscreen. |
| | |
| | e.g. {{clr|K|5K}} > {{clr|D|2D}} > {{clr|P|236236P}}, {{clr|H|5H}} > dl {{clr|K|236K}}(, {{clr|H|236H}}) Damage: 171 |
| | }} |
| | |-| |
| | Foudre Arc= |
| | {{TheoryBox |
| | | Title = Foudre Arc ({{clr|K|214K}}) |
| | | Oneliner = |
| | | Difficulty = |
| | | Anchor = |
| | | Video = GGST Ky Kiske DI Foudre Arc Combo.webm |
| | | Size = 256x192 |
| | | Recipe = |
| | | content = * Pre DI: Mid-range hard knock down securer, corner combo filler. |
| | * DI: Basically works the same, but the damage is poor when compared to other DI moves (-). More inconsistent issues with 3 hits (-). |
| | |
| | DI Foudre Arc works pretty much the same in DI, but the damage is much lower than DI {{clr|H|623H}}. This means the more Foudre Arcs you use in a combo, the poorer damage it will deal. As a mid screen HKD ender, it deals less damage than Stun Dipper with no other advantage. However, Foudre Arc still holds the place of the corner pusher when the opponent is out of DI {{clr|H|623H}}'s range. |
| | |
| | Another issue of DI Foudre Arc is the increased hits. DI Foudre Arc tends to whiff some hits when used late in a combo, due to the opponent being pushed out of its range in previous hits, which can lead to combo drops or failed wall sticks. When used too close to Wall Stick, this move can itself Wall Stick and then Wall Break, resulting in a very poor ender: it is not damaging at all and impossible to convert into a super Wall Break. |
| | |
| | e.g. {{clr|K|5K}} > {{clr|D|2D}} > {{clr|P|236236P}}, {{clr|H|5H}} > {{clr|K|214K}}(, dash button{{clr|H|236H}}) Damage: 160 |
| | }} |
| | |-| |
| | Dire Eclat= |
| | {{TheoryBox |
| | | Title = Dire Eclat ({{clr|S|214S}}) |
| | | Oneliner = |
| | | Difficulty = |
| | | Anchor = |
| | | Video = GGST Ky Kiske DI Dire Eclat Corner Combo.webm |
| | | Size = 256x192 |
| | | Recipe = |
| | | content = * Pre DI: Mid screen close range hard knock down ender, frametrap meterless CH combo starter, high damage Shock State applier in corner combos. |
| | * DI: Still a nice close range hard knock down ender (~), more damaging frametrap meterless CH combo starter with larger push back (~), no more Shock State during DI, and it is a overall bad move mid combo ({{clr|4|--}}). |
| | |
| | Dire Eclat is always "the move" to cancel into after {{clr|P|2P}}/{{clr|P|5P}}*n > {{clr|P|6P}}, in DI or not. It still holds the ability to start meterless frametrap CH punish combos, with improved damage during DI. |
| | |
| | e.g. Corner CH {{clr|S|214S}} > 66{{clr|K|5K}} > {{clr|H|6H}} > dl.{{clr|H|623H}} > {{clr|S|c.S}} > {{clr|H|6H}} WS {{clr|D|5[D]}} Damage: 215. |
| | |
| | When used mid-combo, the increased hits make the push back so hard that OTG pick up is extremely hard. If you are in range of DI Dire Eclat, you can almost always do {{clr|H|623H}} instead to reach much higher damage with even easier execution. This move also has the same multi-hit based problem just like DI Foudre Arc, making it a poor Wall Sticker. |
| | }} |
| | |-| |
| | Stun Edge= |
| | {{TheoryBox |
| | | Title = Stun Edge ({{clr|S|236S}}) |
| | | Oneliner = |
| | | Difficulty = |
| | | Anchor = |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = |
| | | content = * Pre DI: Rarely used in combo without RC. |
| | * DI: Optimized Wall Sticker, but with some very tight calculation and execution (+). |
| | |
| | DI Stun Edge gets 100% damage boost, hits quite hard at 60 damage, and only deals two hits, which makes it perfect to wall stick even from a distance (actually it does the job better when used from a distance). However, when used point blank in the corner it can Wall Break from itself if a miscalculation happens, or even executing the combo slightly slower can lead to an early Wall Break. On a successful Wall Stick, use {{clr|D|5[D]}} when close, or {{clr|H|6H}} as a quicker and longer substitution. Other than that, it remains the same with high damage boost, and works well with Purple Roman Cancel. |
| | |
| | e.g. Midscreen {{clr|S|c.S}} > {{clr|H|623H}}, {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|623H}}, {{clr|S|c.S}} > {{clr|S|236S}} WS, {{clr|D|5[D]}} Damage: 273 |
| | ... > {{clr|S|214S}} WS WB Damage: 260 |
| | ... > {{clr|H|6H}} WS, {{clr|D|5[D]}} Damage: 272 (so use {{clr|H|6H}} WS instead if not so confident.) |
| | }} |
| | |-| |
| | S Vapor Thrust= |
| | {{TheoryBox |
| | | Title = {{clr|S|S}} Vapor Thrust ({{clr|S|623S}}) |
| | | Oneliner = |
| | | Difficulty = |
| | | Anchor = |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = |
| | | content = * Pre DI: Shock State anti-air reversal starter. |
| | * DI: Anti-air reversal starter (mild +). |
| | |
| | DI S Vapor Thrust is not as damaging as {{clr|H|623H}}, but you occasionally need to use it for its speed and to cover cross-ups with its more vertical travel direction. It pops up significantly lower than the H version so it needs some height already built against an airborne opponent. You will have to decide which move you should use to catch the opponent falling, depending on their height, distance, and how the hit connects. It is usually not a good idea to use this move mid-combo, since this move deals significantly lower damage than other DI specials (60), and it lacks the forward hitbox or momentum to reliably land both hits. |
| | }} |
| | |-| |
| | Charged Stun Edge= |
| | {{TheoryBox |
| | | Title = Charged Stun Edge ({{clr|H|236H}}) |
| | | Oneliner = |
| | | Difficulty = |
| | | Anchor = |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = * Pre DI: Okizeme meaty starter, Burst free combo filler, usually works with RC. |
| | * DI: Pretty much the same, but with longer hit animation for heavier button to follow up (+). |
| | |
| | In short, not much is different. |
| | }} |
| | |-| |
| | </tabber> |
|
| |
|
| ==Combo List== | | ==Combo List== |
| *This list is meant for actual combos, not for frame traps, blockstrings, or mixups. If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field). | | *All damage values are tested on {{Character Label|GGST|Ky Kiske|label=Ky}} at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used. |
| *The list is focused on most practical examples, not every single option that exists.
| | *This list is meant for actual combos, not for frame traps, blockstrings, or mixups. If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field). |
| *All damage values are damage dealt to Ky unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
| | *The difficulty is ranked on a scale of 1 to 5 ({{clr|1|Very Easy}}, {{clr|2|Easy}}, {{clr|3|Medium}}, {{clr|4|Hard}} and {{clr|5|Very Hard}}) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc). |
| <!--Please test or re-test combo damage with asterisks against Ky, as he has a 1.00 defense mod while Sol's is 0.98.-->
| |
| *The difficulty is ranked on a scale of 1 to 5 ({{clr|1|Very Easy}}, {{clr|2|Easy}}, {{clr|3|Medium}}, {{clr|4|Hard}} and {{clr|5|Very Hard}}) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc). | |
|
| |
|
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | ==={{clr|P|5P}}/{{clr|P|2P}}/{{clr|P|6P}} Starters=== |
| |+{{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|5K}}/{{clr|2|2K}} Starters | | {| class="wikitable sortable" |
| | |+{{clr|P|5P}}/{{clr|P|2P}}/{{clr|P|6P}} Starters |
| | |- |
| | {{GGST-ComboTableHeader}} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = ({{clr|P|2P}})*1-3 > {{clr|P|6P}} > {{clr|S|214S}} |
| | |position = Anywhere |
| | |damage = 64~71 |
| | |tensionGain = 16% |
| | |worksOn = Everyone |
| | |difficulty = Very Easy |
| | |notes = Simple confirm from {{clr|P|2P}} that grants Shock State. Subtract {{clr|P|2P}}'s based on range and dash momentum. Works off of {{clr|P|5P}} too, but it whiffs on most crouchers. |
| | |video = [https://www.youtube.com/watch?v=j6cj8XlFyGY YT] |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = ({{clr|P|2P}})*1-3 > {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}} |
| | |position = Anywhere |
| | |damage = 83 |
| | |tensionGain = 24% |
| | |worksOn = Everyone |
| | |difficulty = Very Easy |
| | |notes = {{clr|P|2P}} combo extended with 50% Burst. |
| | |video = |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|P|2P}} > {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > ({{clr|H|2H}} > {{clr|K|214K}})*1-4, {{clr|S|f.S}}, WS! 66{{clr|D|5[D]}} |
| | |position = Anywhere |
| | |damage = 125~136 |
| | |tensionGain = 28%~37% |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = Dragon Install loop from a {{clr|P|2P}} starter extended with 50% Burst. Number of loops depends on the opponent's distance from the corner. If Foudre Arc wall sticks the opponent, skip {{clr|S|f.S}}. |
| | |video = |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|P|2P}} > {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}}, {{clr|H|5H}} > Whiff {{clr|S|214S}}, WS! {{clr|S|214S}} |
| | |position = Corner |
| | |damage = 128 |
| | |tensionGain = 33% |
| | |worksOn = Everyone |
| | |difficulty = Easy |
| | |notes = {{clr|P|2P}} corner combo extended with 50% Burst. After {{clr|H|5H}}, use Dire Eclat twice in a row. The first will whiff and generate a little extra meter, the second will wall break. |
| | |video = |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|P|2P}} > {{clr|P|6P}} > {{clr|S|214S}} > RRC, 66{{clr|D|5[D]}}, {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}} |
| | |position = Anywhere |
| | |damage = 133 |
| | |tensionGain = -36% |
| | |worksOn = Everyone |
| | |difficulty = Easy |
| | |notes = {{clr|P|2P}} combo extended with 50% Tension. |
| | |video = |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|P|2P}} > {{clr|P|6P}} > {{clr|S|214S}} > 66RRC, {{clr|H|236H}}, 66{{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}} |
| | |position = Anywhere |
| | |damage = 138 |
| | |tensionGain = -35% |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = Advanced {{clr|P|2P}} combo extended with 50% Tension. |
| | |video = |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | | {{GGST-ComboTableRow |
| | |combo = {{clr|P|2P}} > {{clr|P|6P}} > {{clr|H|236236H}}, 66({{clr|H|2H}} > {{clr|K|214K}})*2-5, ({{clr|S|f.S}},) WS! 66{{clr|D|5[D]}} |
| | |position = Midscreen |
| | |damage = 216~228 |
| | |tensionGain = -42%~-40% |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = Dragon Install loop from a {{clr|P|2P}} starter extended with 50% Tension. Number of loops depends on the opponent's distance from the corner. If Foudre Arc wall sticks the opponent, skip {{clr|S|f.S}}. |
| | |video = |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| | | {{clr|1|2P}} > ({{clr|1|2P}} > {{clr|1|2P}}) > {{clr|1|6P}} > {{clr|3|214S}} || Anywhere || 69 || 16% || Everyone || {{clr|1|Very Easy}} || Simple, easy confirm from {{clr|1|2P}} that grants Shock State. Subtract Ps based on range. Works off of {{clr|1|5P}} too, but {{clr|1|5P}} whiffs on most crouchers. | | {{GGST-ComboTableRow |
| |- | | |combo = {{clr|P|2P}} > {{clr|P|6P}} > {{clr|S|214S}} > 66RRC, {{clr|H|236H}}, {{clr|H|2H}} > {{clr|H|623H}}, {{clr|S|c.S}} > WS! {{clr|S|214S}} |
| | | {{clr|2|5K/2K}} > {{clr|5|2D}} > {{clr|3|214S}} || Anywhere || 66~70 || 16% || Everyone || {{clr|1|Very Easy}} || Confirm into Dire Eclat. Grants Shock State and a knockdown. | | |position = Anywhere |
| | |damage = 188 |
| | |tensionGain = -35% |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = Advanced {{clr|P|2P}} corner combo extended with 50% Tension. |
| | |video = |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = CH {{clr|P|2P}} > {{clr|H|6H}} > {{clr|K|236K}} |
| | |position = Midscreen |
| | |damage = 77 |
| | |tensionGain = 14% |
| | |worksOn = Everyone |
| | |difficulty = Very Easy |
| | |notes = Basic counter hit {{clr|P|2P}} combo. |
| | |video = |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = CH {{clr|P|2P}} > {{clr|H|6H}} > {{clr|K|236K}}, > RRC, 66{{clr|D|5[D]}}, {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}} |
| | |position = Midscreen |
| | |damage = 144 |
| | |tensionGain = 15% |
| | |worksOn = Everyone |
| | |difficulty = Easy |
| | |notes = Counter hit {{clr|P|2P}} combo extended with 50% Tension. |
| | |video = |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = AA {{clr|P|5P}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}} |
| | |position = Anywhere |
| | |damage = 119 |
| | |tensionGain = 24% |
| | |worksOn = Everyone |
| | |difficulty = Easy |
| | |notes = Standard anti-air {{clr|P|5P}} combo. Can be further extended when reaching or started in the corner. |
| | |video = [https://youtu.be/64mDutlu2u8?si=hUUPY27Dp9ITN8_I YT] |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = AA {{clr|P|5P}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}}, {{clr|H|5H}} > {{clr|K|214K}}, WS! {{clr|S|214S}} |
| | |position = Midscreen |
| | |damage = 168 |
| | |tensionGain = 34% |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = Corner only extension for anti-air {{clr|P|5P}} starter. May wall splat after 5H, skip straight to Dire Eclat if this occurs. |
| | |video = [https://youtu.be/Cqtlt9GXUgc YT] |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| | | {{clr|2|5K/2K}} > {{clr|5|2D}} || Anywhere || 48 || 10% || Everyone || {{clr|1|Very Easy}} || Confirm off of {{clr|2|5K}} or {{clr|2|2K}} into {{clr|5|2D}} into meaty Charged Stun Edge for both okizeme and Shock State. The CSE will pass over them by the time they get up unless you delay it or if the opponent was hit by {{clr|5|2D}} at a far enough range. | | {{GGST-ComboTableRow |
| | |combo = AA {{clr|P|5P}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|623H}}, {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}} |
| | |position = Anywhere |
| | |damage = 149 |
| | |tensionGain = 30% |
| | |worksOn = Everyone |
| | |difficulty = Easy |
| | |notes = Dragon Install anti-air {{clr|P|5P}} combo. |
| | |video = |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| | | {{clr|2|5K/2K}} > {{clr|4|6H}} > {{clr|3|214S}}, 66{{clr|2|2K}}/{{clr|2|5K}} > {{clr|4|6H}} > {{clr|4|623H}}, {{clr|1|5P}}/{{clr|3|c.S}} WS {{clr|4|623H}}/{{clr|3|214S}} || Corner || 174 || 30% || Everyone || {{clr|4|Hard}} || High damage corner combo for when the opponent is hit crouching. Replace {{clr|1|5P}} with {{clr|3|c.S}} on light and medium weights for more damage. Wall break with {{clr|3|214S}} to trade damage for Shock State.
| | {{GGST-ComboTableRow |
| |-
| | |combo = AA {{clr|P|5P}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|623H}}, {{clr|K|2K}} > {{clr|H|6H}}, WS! {{clr|D|5[D]}} |
| | | {{clr|2|5K/2K}} > {{clr|5|2D}} > {{clr|3|214S}} > RRC, 66{{clr|4|5H}} > {{clr|4|623H}}, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|214K}} WS {{clr|4|623H}} || Back to Corner || 164 || ~-20% || Light and Medium weights || {{clr|3|Medium}} || Side switches and wall breaks. Run under the opponent after the RRC. The RRC can be done as either neutral RRC or 88RRC, but 66RRC will not let you run under the opponent.
| | |position = Midscreen |
| |-
| | |damage = 189 |
| | | {{clr|2|5K/2K}} > {{clr|5|2D}} > {{clr|3|214S}} > RRC, 66{{clr|4|5H}} > {{clr|4|623H}}, {{clr|2|2K}} > {{clr|1|6P}} WS {{clr|4|623H}} || Back to Corner || 154 || ~-20% || Everyone || {{clr|4|Hard}} || Alternate version of the above for heavyweights. Getting the timing for {{clr|2|2K}} after the Vapor Thrust can be tricky.
| | |tensionGain = 29% |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = Corner only extension for anti-air {{clr|P|5P}} starter. |
| | |video = |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| |} | | |} |
|
| |
|
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | ==={{clr|K|5K}}/{{clr|K|2K}}/{{clr|K|6K}} Starters=== |
| |+{{clr|3|c.S}}/{{clr|3|f.S}} Starters | | {| class="wikitable sortable" |
| | |+{{clr|K|5K}}/{{clr|K|2K}}/{{clr|K|6K}} Starters |
| |- | | |- |
| ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
| | {{GGST-ComboTableHeader}} |
| |- | | |- |
| | | {{clr|3|c.S}} > {{clr|3|214S}} || Anywhere || 77 || +12% || Everyone || {{clr|1|Very Easy}} || Applies Shock State. Sets up safejumps with IAD {{clr|4|j.H}} or 66{{clr|2|214K}}. | | {{GGST-ComboTableRow |
| | |combo = {{clr|K|5K/2K}} > {{clr|D|2D}} > {{clr|S|214S}} |
| | |position = Anywhere |
| | |damage = 66~70 |
| | |tensionGain = 16% |
| | |worksOn = Everyone |
| | |difficulty = Very Easy |
| | |notes = Confirm into Dire Eclat. Grants Shock State and a knockdown. |
| | |video = [https://www.youtube.com/watch?v=Ny1kVqR0wVY YT] |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| | | {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|236K}} || Anywhere || 112 || +17% || Everyone || {{clr|2|Easy}} || Spacing dependent. Delay the cancel from {{clr|4|5H}} to {{clr|2|236K}} if close to the opponent. {{clr|4|5H}} can also be replaced with {{clr|3|f.S}} and {{clr|3|2S}}.
| | {{GGST-ComboTableRow |
| | |combo = {{clr|K|5K/2K}} > {{clr|D|2D}} |
| | |position = Anywhere |
| | |damage = 46~50 |
| | |tensionGain = 10% |
| | |worksOn = Everyone |
| | |difficulty = Very Easy |
| | |notes = Confirm off of {{clr|K|5K}} or {{clr|K|2K}} into {{clr|D|2D}} into meaty Charged Stun Edge for both okizeme and Shock State. The CSE will pass over them by the time they get up unless you delay it or if the opponent was hit by {{clr|D|2D}} at a far enough range. |
| | |video = [https://www.youtube.com/watch?v=VspzU10HPbI YT] |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| | | {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}} > 66PRC, 66{{clr|3|c.S}} > {{clr|4|2H(2)}} > {{clr|3|214S}} || Anywhere || 167 || ~-23% || Everyone || {{clr|3|Medium}} || Leaves your opponent in Shock State. Can opt to use {{clr|5|2D}} for CSE Oki instead of ending with {{clr|4|2H(2)}} > {{clr|3|214S}}. | | {{GGST-ComboTableRow |
| | |combo = {{clr|K|5K/2K}} > {{clr|H|6H}} > {{clr|S|214S}}, 66{{clr|K|2K}}/{{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|623H}}, {{clr|S|c.S}} WS {{clr|H|623H}}/{{clr|S|214S}} |
| | |position = Corner |
| | |damage = 181 |
| | |tensionGain = 30% |
| | |worksOn = Everyone |
| | |difficulty = Hard |
| | |notes = High damage corner combo for when the opponent is hit crouching. Wall break with {{clr|S|214S}} to trade damage for Shock State. |
| | |video = [https://youtu.be/rKb_E0B6U8M YT] |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| | | {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|2|214K}} > 66{{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|214S}} WS {{clr|4|623H}} || Corner || 219 || +35% || Everyone || {{clr|3|Medium}} || High damage meterless corner combo from {{clr|3|c.S}}. The {{clr|3|214S}} can be replaced with another {{clr|4|623H}} for 4 more damage, but this can whiff on certain large characters like Potemkin unless the second {{clr|3|c.S}} is not dashed. | | {{GGST-ComboTableRow |
| |-
| | |combo = {{clr|K|5K/2K}} > {{clr|D|2D}} > {{clr|S|214S}} > RRC, 66{{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|623H}}, {{clr|S|c.S}} > {{clr|H|6H}} WS > {{clr|H|623H}} |
| | | {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|214S}}, 66{{clr|2|2K}} > {{clr|4|6H}} > {{clr|4|623H}}, {{clr|1|5P}}/{{clr|3|c.S}} WS {{clr|4|623H}}/{{clr|3|214S}} || Corner || 238 || +34% || Everyone || {{clr|4|Hard}} || High damage meterless corner combo from {{clr|3|c.S}}. Replace {{clr|1|5P}} with {{clr|3|c.S}} on Medium/Light characters for more damage. Wall break with {{clr|3|214S}} to trade damage for Shock State.
| | |position = Back to Corner |
| |- | | |damage = 184 |
| | | CH {{clr|3|c.S}} > {{clr|5|5[D]}}, {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}}, {{clr|4|6H}} > {{clr|3|214S}} WS {{clr|4|623H}} || Near Corner || 228 || +40% || Everyone || {{clr|4|Hard}} || Counter Hit {{clr|3|c.S}} punish meterless combo that uses {{clr|5|[5D]}} as launcher on CH confirm.
| | |tensionGain = ~-20% |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = Side switches and wall breaks. Run under the opponent after the RRC. The RRC can be done as either neutral RRC or 88RRC, but 66RRC will not let you run under the opponent. |
| | |video = [https://youtu.be/IKxtSi3cBtY YT] |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| | | CH {{clr|3|c.S}} > {{clr|5|[5D]}}, {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}} || Anywhere || 166 || ~25% || Everyone || {{clr|3|Medium}} || You can actually confirm the {{clr|5|5[D]}} very late. Can OTG after Foudre Arc with Foudre Arc if you really want, or do a dashing {{clr|4|236H}} for oki.
| | {{GGST-ComboTableRow |
| | |combo = Meaty {{clr|K|5K}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|K|236K}} |
| | |position = Anywhere |
| | |damage = 91 |
| | |tensionGain = |
| | |worksOn = Everyone |
| | |difficulty = Hard |
| | |notes = Only works if hitting with the very last frame of {{clr|K|5K}}, such as after a "safe jab" {{clr|K|5K}}. |
| | |video = [https://youtu.be/M8-1sGLeLUw YT] |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| | | {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|214S}} > 66RRC > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|4|623H}} , {{clr|3|c.S}} > {{clr|3|214S}} > WS {{clr|4|623H}} || Midscreen/ || 224 || ~-25% || Medium and lightweights || {{clr|3|Medium}} || Good damage, carries to corner for wallbreak from midscreen.
| | {{GGST-ComboTableRow |
| | |combo = Meaty {{clr|K|5K}} > {{clr|S|c.S}} > {{clr|H|6H}} > SS {{clr|H|623H}} > {{clr|S|c.S}} > {{clr|H|6H}} > WS > {{clr|S|214S}} |
| | |position = Corner |
| | |damage = 179 |
| | |tensionGain = ~-20% |
| | |worksOn = Everyone |
| | |difficulty = Very Hard |
| | |notes = The above combo modified to break the wall in shock state. |
| | |video = [https://youtu.be/N55Btf4Xrwc YT] |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| | | {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|214S}} > 66RRC > dash > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|623H}} , {{clr|2|5K}} > WS {{clr|4|623H}} || Midscreen || 219 || ~-25% || Everyone || {{clr|3|Medium}} || Alternative version of above that works with heavy characters. Dash is needed or else {{clr|4|623H}} will whiff.
| |
| |} | | |} |
|
| |
|
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | ==={{clr|S|c.S}}/{{clr|S|f.S}}/{{clr|S|2S}} Starters=== |
| |+{{clr|4|5H}}/{{clr|4|2H}}/{{clr|4|6H}} Combos | | {| class="wikitable sortable" |
| | |+{{clr|S|c.S}}/{{clr|S|f.S}}/{{clr|S|2S}} Starters |
| |- | | |- |
| ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
| | {{GGST-ComboTableHeader}} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}} |
| | |position = Anywhere |
| | |damage = 118 |
| | |tensionGain = +12% |
| | |worksOn = Everyone |
| | |difficulty = Very Easy |
| | |notes = Applies Shock State. Sets up safejumps with IAD {{clr|H|j.H}} or 66{{clr|K|214K}}. You can also start this combo with {{clr|S|f.S/2S}} with dash momentum |
| | |video = [https://youtu.be/VY0ySmg4HRs YT] |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| | |
| | |
| |- | | |- |
| | | {{clr|4|2H(1~2)}} > {{clr|4|623H}} || Anywhere || 92~106 || ~8% || Everyone || {{clr|1|Very Easy}} || Basic anti-air confirm. Should work at any height on both normal and counter hit, and also works on grounded hit provided Ky is close enough.
| | {{GGST-ComboTableRow |
| |-
| | |combo = {{clr|S|c.S}} > jc > {{clr|D|j.D}} > 66 > {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|K|214K}} > {{clr|S|c.S}} > {{clr|H|6H}} WS > {{clr|S|214S}} |
| | | {{clr|4|2H(1)}} > {{clr|2|214K}} > {{clr|4|5H}} > {{clr|2|214K}} || Midscreen || 125 || ~19% || Everyone || {{clr|2|Easy}} || Anti-air confirm on falling opponent. Sends the opponent to the corner. At max height {{clr|4|2H}} hit, the {{clr|2|214K}} will send the opponent flying in the opposite direction and drop the combo. | | |position = Round Start |
| |-
| | |damage = 220 |
| | | {{clr|4|2H(1)}} > {{clr|2|214K}} > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|3|c.S}} > {{clr|3|214S}} WS {{clr|4|623H}} || Near Corner || 194 || +~30% || Everyone || {{clr|2|Easy}} || Similar to above combo adjusted for being close enough to wall stick with {{clr|3|214S}} and then break with {{clr|4|623H}}
| | |tensionGain = ~40% |
| |- | | |worksOn = Everyone |
| | | CH {{clr|4|2H(2)}} > {{clr|4|236H}}, {{clr|1|236236P}}, {{clr|4|632146H}}|| Anywhere || 280 || -100% || Everyone || {{clr|2|Easy}} || Instantly pour out all Ky's meter on grounded opponent for an easy punish. | | |difficulty = Hard |
| | |notes = Universal route for all characters since 1.30 weight normalization. Combo also works on counter hit if the jump cancel is a 7jc instead of 8 or 9. |
| | |recipePC = |
| | |video = [https://youtu.be/VRGCi8YcfQE YT] |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| | | CH {{clr|4|2H(2)}} > {{clr|4|236H}} > {{clr|4|6H}} > {{clr|4|623H}} > {{clr|3|c.S}} WS {{clr|4|623H}} || Corner || 267 || +36% || Light/Medium || {{clr|3|Medium}} || Grounded corner 2H Counter Hit punish. Useful after baiting a throw break attempt with backdash. | | |
| | |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|S|c.S}} > {{clr|H|6H}} > dl > {{clr|S|214S}}, 66{{clr|K|5K/2K}} > {{clr|H|6H}} > {{clr|H|623H}}, {{clr|S|c.S}} WS {{clr|H|623H}}/{{clr|S|214S}} |
| | |position = Corner |
| | |damage = 238 |
| | |tensionGain = +34% |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = High damage meterless corner combo from {{clr|S|c.S}}. For the delay between {{clr|H|6H}} and {{clr|S|214S}}, wait until the character has popped out of the corner to {{clr|S|214S}}. |
| | |video = [https://youtu.be/ONVwNoizJ60 YT] |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| | | CH {{clr|4|2H(1)}} > {{clr|4|236H}} > {{clr|4|6H}} > {{clr|4|623H}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|214K}} WS {{clr|4|623H}} || Corner || 258 || +38% || Light/Medium || {{clr|3|Medium}} || Anti Air {{clr|4|2H}} Counter Hit meterless punish in corner. | | {{GGST-ComboTableRow |
| | |combo = CH {{clr|S|c.S}} > {{clr|D|5[D]}} > microdash , {{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|214K}}, {{clr|S|c.S}} > {{clr|H|6H}} WS {{clr|S|214S}} |
| | |position = Near Corner |
| | |damage = 231 |
| | |tensionGain = +40% |
| | |worksOn = Everyone |
| | |difficulty = Hard |
| | |notes = Counter Hit {{clr|S|c.S}} punish meterless combo that uses {{clr|D|5[D]}} as launcher on CH confirm. If CH {{clr|S|c.S}} has dash momentum, 5K will connect without the microdash. |
| | |video = [https://youtu.be/uhjwtE6mZLo YT] |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| | | CH {{clr|4|2H(1)}} > {{clr|4|236H}} > {{clr|4|5H}} > {{clr|2|214K}} > 66{{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|214S}} > {{clr|4|623H}} || Corner || 241 || +41% || FA PO NA/Heavyweights || {{clr|3|Medium}} || Anti Air {{clr|4|2H}} Counter Hit meterless punish in corner for Heavyweights and Faust.
| | |
| |- | | |- |
| | | CH {{clr|4|2H(1)}}, 66{{clr|3|c.S}} > {{clr|5|[5D]}}, {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}}, {{clr|4|5H}} > {{clr|3|236S}}, {{clr|4|623H}}|| Near Corner || 230 || +38% || Everyone || {{clr|4|Hard}} || CH{{clr|4|2H}} into {{clr|5|[5D]}} juggle. High damage, no tension, but only works when opponent is high enough(~ the tip height).
| | {{GGST-ComboTableRow |
| | |combo = {{clr|S|f.S/2S}} > {{clr|H|5H}} > {{clr|K|236K}} |
| | |position = Anywhere |
| | |damage = 97 |
| | |tensionGain = +17% |
| | |worksOn = Everyone |
| | |difficulty = Easy |
| | |notes = Very spacing dependent. At round start omit the {{clr|H|5H}} and go straight into dipper. Has a throw/blockable gap if {{clr|S|f.S}}/{{clr|S|2S}} has dash momentum or lands too close. |
| | |video = [https://youtu.be/f2xODJ-zsRw YT] |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| | |{{clr|4|2H(2)}} > {{clr|3|214S}} > {{clr|1|5K}} > {{clr|4|6H}} > {{clr|4|623H}} > {{clr|3|c.S}} > {{clr|4|623H}} || Corner || 242 || +30% || SO/Medium || {{clr|4|Hard}} || 6H cancel into 623H is pretty tight. {{clr|3|c.S}} can fail to wall stick if hit too late, so {{clr|3|c.S}} can be replaced by {{clr|3|623S}} for a slightly more consistent combo that deals 1 less damage.
| | {{GGST-ComboTableRow |
| |- | | |combo = CH {{clr|S|f.S/2S}} > {{clr|H|5H}} > ST {{clr|K|214K}} > {{clr|K|2K}} > {{clr|D|2D}} |
| | | CH {{clr|4|6H}} > {{clr|4|2H}} > delay {{clr|3|214S}} > {{clr|4|6H}} > {{clr|4|623H}} > {{clr|3|c.S}} > {{clr|4|623H}} || Near corner || 259 || ~+35% || Everyone || {{clr|4|Hard}} || One of the highest, if not the highest, meterless confirms available to Ky. Works a bit away from the corner, but requires a dash before the 2H to get to the corner. On Leo, use {{clr|2|2K}} instead of {{clr|3|c.S}} to wallstick. [https://www.youtube.com/watch?v=hbbmDRHuWZ8 Video demonstration] | | |position = Anywhere |
| |- | | |damage = 128 |
| | | CH {{clr|4|6H}} > {{clr|2|j.K}} > {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|4|623H}} || Corner || 216 || +30% || Light/Medium || {{clr|5|Very Hard}} || Needs character specific adjustments. After the second {{clr|4|6H}}, the route can be replaced with delay Sacred Edge > Stun Dipper for a very damaging 50 meter combo. Video demonstration: [https://www.youtube.com/watch?v=zRkjTWeM1jk original link]
| | |tensionGain = |
| | |worksOn = Everyone |
| | |difficulty = Hard |
| | |notes = Requires both Counter Hit and Shock State. Omit {{clr|H|5H}} when hitting at longer ranges or else the {{clr|K|2K}} will not connect. |
| | |video = [https://youtu.be/TllaHCALSsg YT] |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = CH {{clr|S|f.S/2S}} > {{clr|H|5H}} > ST {{clr|K|214K}} > {{clr|K|2K}} > {{clr|H|6H}} > {{clr|K|236K}} > WS {{clr|S|214S}} |
| | |position = Corner |
| | |damage = 187 |
| | |tensionGain = |
| | |worksOn = Everyone |
| | |difficulty = Very Hard |
| | |notes = The above combo modified to break the wall. You can't omit the {{clr|H|5H}} or it won't wall splat. |
| | |video = [https://youtu.be/9p39-7HbH3o YT] |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| | | CH {{clr|4|6H}} > {{clr|2|214K}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}} || Anywhere || 153 || ~30% || Everyone || {{clr|3|Medium}} || BnB meterless {{clr|4|6H}} counterhit confirm. | | {{GGST-ComboTableRow |
| |- | | |combo = CH {{clr|S|f.S}} > {{clr|D|236[D]}} > dl. {{clr|H|6H}} > {{clr|H|6H}} > {{clr|S|214S}} > {{clr|H|6H}} WS 66{{clr|H|623H}} |
| | |position = Round Start |
| | |damage = 206 |
| | |tensionGain = ~37% |
| | |worksOn = Everyone |
| | |difficulty = Hard |
| | |notes = Universal wall break off of a CH {{clr|S|f.S}} at roundstart. Delay the first {{clr|H|6H}}, as buffering the input will result in them going over it. |
| | |video = [https://youtu.be/R4fJctsq7zs YT] |
| | |checkedVersion = 1.34 |
| | }} |
| |} | | |} |
|
| |
|
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | ==={{clr|H|5H}}/{{clr|H|2H}}/{{clr|H|6H}} Starters=== |
| |+Jump-in Starters | | {| class="wikitable sortable" |
| | |+{{clr|H|5H}}/{{clr|H|2H}}/{{clr|H|6H}} Starters |
| | |- |
| | {{GGST-ComboTableHeader}} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = AA {{clr|H|2H(1~2)}} > {{clr|H|623H}} |
| | |position = Anywhere |
| | |damage = 87~96 |
| | |tensionGain = ~8% |
| | |worksOn = Everyone |
| | |difficulty = Very Easy |
| | |notes = Basic anti-air confirm. Should work at any height on both normal and counter hit, and also works on grounded hit provided Ky is close enough. |
| | |video = [https://www.youtube.com/watch?v=4b_njdm6Nvo YT] |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = AA {{clr|H|2H(1)}} > {{clr|K|214K}} > {{clr|H|5H}} > {{clr|K|214K}} |
| | |position = Midscreen |
| | |damage = 116 |
| | |tensionGain = ~19% |
| | |worksOn = Everyone |
| | |difficulty = Easy |
| | |notes = Anti-air confirm on falling opponent. Sends the opponent to the corner. At max height {{clr|H|2H}} hit, the {{clr|K|214K}} will send the opponent flying in the opposite direction and drop the combo. |
| | |video = [https://www.youtube.com/watch?v=A2VWONyyqmM YT] |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = AA {{clr|H|2H(1)}} > {{clr|K|214K}} > {{clr|H|5H}} > {{clr|K|214K}} > {{clr|S|c.S}} > {{clr|S|214S}} WS {{clr|H|623H}} |
| | |position = Near Corner |
| | |damage = 182 |
| | |tensionGain = +~30% |
| | |worksOn = Everyone |
| | |difficulty = Easy |
| | |notes = Similar to above combo adjusted for being close enough to wall stick with {{clr|S|214S}} and then break with {{clr|H|623H}}. |
| | |video = [https://www.youtube.com/watch?v=uAiDRXOmQ30 YT] |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = CH {{clr|H|2H(2)}} > {{clr|H|236H}} > dash > {{clr|S|c.S}} > {{clr|H|2H(2)}} > {{clr|K|214K}} > {{clr|K|5K}} > {{clr|S|214S}} |
| | |position = Anywhere |
| | |damage = 184 |
| | |tensionGain = ~40% |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = High damage DP punish. You can end on super (or double super). |
| | |video = [https://gfycat.com/untrieddelayedcrustacean-guilty-gear-strive-ggst Gfy] |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = CH {{clr|H|2H(2)}} > {{clr|H|236H}} > {{clr|H|6H}} > {{clr|H|623H}} > {{clr|S|c.S}} > {{clr|H|5H}} WS {{clr|H|623H}} |
| | |position = Corner |
| | |damage = 245 |
| | |tensionGain = +36% |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = Grounded corner {{clr|H|2H}} Counter Hit punish. Useful after baiting a throw break attempt with backdash. |
| | |video = [https://www.youtube.com/watch?v=zfLXrqp56Cs YT] |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = CH {{clr|H|2H(2)}} > {{clr|H|236H}} > 66 {{clr|S|c.S}} > {{clr|H|2H(2)}} > {{clr|K|214K}} > {{clr|S|c.S}} > {{clr|H|5H}} > WS |
| | |position = Near Corner |
| | |damage = 188 |
| | |tensionGain = ~38% |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = Good punish or stagger pressure option for Ky when near the corner. This sets up into a wall slump where you can use {{clr|H|2H(2)}} > {{clr|K|214K}} as a safe jump. |
| | |video = [https://youtu.be/FVl86INoECg YT] |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = CH AA {{clr|H|2H(1)}} > {{clr|H|236H}} > {{clr|H|6H}} > {{clr|H|623H}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|K|214K}} WS {{clr|H|623H}} |
| | |position = Corner |
| | |damage = 243 |
| | |tensionGain = +38% |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = Anti Air {{clr|H|2H}} Counter Hit meterless punish in corner. |
| | |video = [https://www.youtube.com/watch?v=lQV1rVBSEzg YT] |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|H|2H(2)}} > {{clr|S|214S}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|623H}} > {{clr|S|c.S}} WS {{clr|H|623H}} |
| | |position = Corner |
| | |damage = 221 |
| | |tensionGain = +30% |
| | |worksOn = Everyone |
| | |difficulty = Hard |
| | |notes = {{clr|H|6H}} cancel into {{clr|H|623H}} is pretty tight. {{clr|S|c.S}} can fail to wall stick if hit too late, so {{clr|S|c.S}} can be replaced by {{clr|S|623S}} for a slightly more consistent combo that deals 1 less damage. |
| | |video = [https://www.youtube.com/watch?v=OYP0KFmYdkg YT] |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|H|6H}} > {{clr|S|214S}} > 66 {{clr|K|5K}} > {{clr|H|623H}} > {{clr|S|c.S}} > {{clr|H|6H}} WS > {{clr|H|623H}} |
| | |position = Corner |
| | |damage = 224 |
| | |tensionGain = 44% |
| | |worksOn = Everyone |
| | |difficulty = Hard |
| | |notes = 6H meterless normal hit confirm. At max range, use {{clr|K|2K}} instead of {{clr|K|5K}}. |
| | |video = [https://youtu.be/QGVkFXrTFFU?t=14 YT] |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|H|6H}} > {{clr|H|6H}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|214S}} > {{clr|H|6H}} WS > {{clr|H|623H}} |
| | |position = Near Corner |
| | |damage = 234 |
| | |tensionGain = 34% |
| | |worksOn = Everyone |
| | |difficulty = Hard |
| | |notes = 6H meterless normal hit confirm that only works when opponent is slightly out of the corner. Effective range changes depending on character, but is roughly where camera starts scrolling away from corner. Replace {{clr|S|c.S}} with {{clr|K|5K}} when spaced further from opponent. |
| | |video = [https://youtu.be/QGVkFXrTFFU?t=49 YT] |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|H|6H}} > 66 {{clr|S|c.S}} > dc > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|214S}} > {{clr|H|6H}} WS > {{clr|H|623H}} |
| | |position = Next to Corner |
| | |damage = 226 |
| | |tensionGain = 34% |
| | |worksOn = Everyone |
| | |difficulty = Very Hard |
| | |notes = 6H meterless normal hit confirm that only works when opponent is very slightly out of the corner. Incredibly small window of spacing where this is more efficient than other combos. |
| | |video = [https://youtu.be/QGVkFXrTFFU?t=71 YT] |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
| | {{GGST-ComboTableRow |
| | |combo = CH {{clr|H|6H}} > dl.{{clr|K|214K}} > 66{{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}} |
| | |position = Anywhere |
| | |damage = 142 |
| | |tensionGain = ~30% |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = BnB meterless {{clr|H|6H}} counterhit confirm. |
| | |video = [https://www.youtube.com/watch?v=6FzRx1Sd8r4 YT] |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| | | {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|45|5H}} > {{clr|2|236K}} || Anywhere || 121 || 27% || Everyone || {{clr|2|Easy}} || {{clr|4|j.H}} confirm. Needs a deep {{clr|4|j.H}} or the {{clr|3|c.S}} will not combo.
| | {{GGST-ComboTableRow |
| |-
| | |combo = CH {{clr|H|6H}} > {{clr|H|236H}} > 66 {{clr|H|5H}} > {{clr|H|623H}} > {{clr|H|5H}} > dl. {{clr|S|214S}} > {{clr|H|6H}} WS > {{clr|H|623H}} |
| | | {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|236K}} > 66RRC > {{clr|4|2H}} > {{clr|2|214K}} > {{clr|4|623H}} || Midscreen/Near Corner/Corner || 190 || -47% || Everyone || {{clr|2|Easy}} || RC extension for the above combo that will wall stick via {{clr|2|214K}} from midscreen or closer.
| | |position = Corner |
| |- | | |damage = 259 |
| | | {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|2|214K}} > {{clr|4|2H(2)}} > {{clr|3|214S}} > {{clr|4|623H}} || Near Corner || 197 || ~+34% || Everyone || {{clr|2|Easy}} || Simple meterless wallbreak combo from {{clr|4|j.H}} when near corner. | | |tensionGain = 44% |
| | |worksOn = Everyone |
| | |difficulty = Hard |
| | |notes = Highest damage meterless 6H counterhit confirm. Second {{clr|H|5H}} is pretty tight and requires a relatively meaty hit of {{clr|H|623H}}; if you feel like you're not going to land it, use the easier combo below instead. Some characters don't need {{clr|S|214S}} to be delayed. |
| | |video = [https://youtu.be/QGVkFXrTFFU?t=109 YT] |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| | | {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|236K}}(2) > 66RRC > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|623H}} > WS {{clr|4|623H}} || Midscreen || 200 || ~-30% || Everyone || {{clr|3|Medium}} || Deep {{clr|4|j.H}} needed for c.S to work. Works in corner/near corner. | | {{GGST-ComboTableRow |
| |- | | |combo = CH {{clr|H|6H}} > {{clr|H|236H}} > 66 {{clr|H|5H}} > {{clr|H|623H}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|214S}} WS > {{clr|H|623H}} |
| | | || || || || || {{clr|4|Hard}} ||
| | |position = Corner |
| |-
| | |damage = 253 (LE) |
| | | || || || || || {{clr|5|Very Hard}} ||
| | |tensionGain = 44% |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = Adjustment of the above. High tension gain for both combos means you can often wallbreak with RTL ({{clr|H|632146H}}) to take oki after the reset. (Effective tension gain before wallbreak is 40%) |
| | |video = [https://youtu.be/QGVkFXrTFFU?t=121 YT] |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| | {{GGST-ComboTableRow |
| | |combo = CH {{clr|H|6H}} > 66 > {{clr|H|2H}} > delay {{clr|S|214S}} > {{clr|H|6H}} > {{clr|H|623H}} > {{clr|S|c.S}} > WS > {{clr|H|623H}} |
| | |position = Near corner |
| | |damage = 242 |
| | |tensionGain = ~+35% |
| | |worksOn = Everyone |
| | |difficulty = Hard |
| | |notes = Works a bit away from the corner, but requires a dash before the {{clr|H|2H}} to get to the corner. On Leo, use {{clr|K|2K}} instead of {{clr|S|c.S}} to wallstick. |
| | |recipePC = 93017 |
| | |video = [https://www.youtube.com/watch?v=hbbmDRHuWZ8 YT] |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| |} | | |} |
|
| |
|
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | ==={{clr|D|5D/2D}} Starters=== |
| |+{{clr|5|Dust}} Combos | | {| class="wikitable sortable" |
| | |+{{clr|D|5D/2D}} Starters |
| | |- |
| | {{GGST-ComboTableHeader}} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|D|5[D]}} > [7/8/9] > {{clr|H|j.H}} > {{clr|S|j.SS}} |
| | |position = Anywhere |
| | |damage = 158 |
| | |tensionGain = +26% |
| | |worksOn = Everyone |
| | |difficulty = Very Easy |
| | |notes = Simple beginner charged Dust combo. |
| | |video = [https://www.youtube.com/watch?v=ziwNirZ5bRM YT] |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|D|5[D]}} > [7/8/9] > {{clr|H|j.H}} > {{clr|S|j.S}} > 9jc > {{clr|H|j.H}} > {{clr|S|j.SS}} |
| | |position = Anywhere |
| | |damage = 189 |
| | |tensionGain = +29% |
| | |worksOn = Everyone |
| | |difficulty = Easy |
| | |notes = Slightly more advanced version of the above. |
| | |video = [https://www.youtube.com/watch?v=PNmIcFZhRg4 YT] |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|D|5[D]}} > [7/8/9] > {{clr|H|j.H}} > {{clr|S|j.S}} > 9jc > {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|H|j.H}} > 9jc > {{clr|S|j.SS}} |
| | |position = Anywhere |
| | |damage = 211 |
| | |tensionGain = +31% |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = BnB Dust combo |
| | |video = [https://www.youtube.com/watch?v=e-nYRFBescU YT] |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|D|5[D]}} > [7/8/9] > {{clr|H|j.H}} > {{clr|S|j.S}} > 9jc > {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|H|j.H}} > 9jc > {{clr|K|j.K}} > {{clr|S|j.SS}} |
| | |position = When Cornered |
| | |damage = 216 |
| | |tensionGain = 32% |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = The extra Homing Jump air time from landing {{clr|D|5[D]}} when cornered allows you to tack on a {{clr|K|j.K}} after the second jump cancel for a bit of extra damage. Even with this added time, you have to be quick and input your attacks as soon as possible. You'll have just barely enough time to get the whole thing. If you aren't cornered, use the above combo instead. |
| | |video = [https://www.youtube.com/watch?v=fu_PHYYUNNc YT] |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|D|5[D]}} > [7/8/9] > (Block burst) > 9 > {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|H|j.H}} 9jc > {{clr|H|j.HH}} |
| | |position = Anywhere |
| | |damage = 154 |
| | |tensionGain = 18% |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = Route for blocked burst after Dust launch. The jump after blocked burst needs to be delayed slightly or you will fall out, ending the Homing Jump. |
| | |video = [https://www.youtube.com/watch?v=CIDmVOxQ0lI YT] |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|D|5D}} > RRC > {{clr|D|5[D]}} > 66{{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|214S}} > {{clr|H|6H}} WS > dash > {{clr|H|623H}} |
| | |position = Corner |
| | |damage = 173 |
| | |tensionGain = ~10% |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = Consistent and easy tap dust conversion. |
| | |video = [https://youtu.be/emMIqp4TUDQ YT] |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
| | {{GGST-ComboTableRow |
| | |combo = {{clr|D|5D}} > RRC > (dl.) {{clr|H|236H}} > {{clr|H|5H}} > {{clr|H|623H}} > (dl.) {{clr|S|c.S}} > {{clr|H|6H}} WS > dash > {{clr|H|623H}} |
| | |position = Corner |
| | |damage = 181 |
| | |tensionGain = |
| | |worksOn = Everyone |
| | |difficulty = Hard |
| | |notes = More optimal tap dust conversion, at the cost of some consistency. Delay on {{clr|H|236H}} to hit all three hits is dependent on distance and character hurtboxes; no delay is needed for some characters, but others will only connect 1 or 2 hits of {{clr|H|236H}}. |
| | |video = [https://youtu.be/WnNXrdyHv_A YT] |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| | | {{clr|5|5[D]}} > [7/8/9] > {{clr|4|j.H}} > {{clr|3|j.SS}} || Anywhere || 158 || +26% || Everyone || {{clr|1|Very Easy}} || Simple beginner charged Dust combo.
| | {{GGST-ComboTableRow |
| |-
| | |combo = CH {{clr|D|2D}} > {{clr|K|214K}} > 66{{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}} |
| | | {{clr|5|5[D]}} > [7/8/9] > {{clr|4|j.H}} > {{clr|3|j.S}} > 9jc > {{clr|4|j.H}} > {{clr|3|j.SS}} || Anywhere || 189 || +29% || Everyone || {{clr|2|Easy}} || Slightly more advanced version of the above. | | |position = Anywhere |
| |- | | |damage = 123 |
| | | {{clr|5|5[D]}} > [7/8/9] > {{clr|4|j.H}} > {{clr|3|j.S}} > 9jc > {{clr|4|j.H}} > {{clr|3|j.S}} > {{clr|4|j.H}} > 9jc > {{clr|3|j.SS}} || Anywhere || 211 || +31% || Everyone || {{clr|3|Medium}} || BnB Dust combo
| | |tensionGain = 18% |
| |-
| | |worksOn = Everyone |
| | | {{clr|5|5[D]}} > [7/8/9] > {{clr|4|j.H}} > {{clr|3|j.S}} > 9jc > {{clr|4|j.H}} > {{clr|3|j.S}} > {{clr|4|j.H}} > 9jc > {{clr|2|j.K}} > {{clr|3|j.SS}} || When Cornered || 216 || 32% || Everyone || {{clr|3|Medium}} || The extra Homing Jump air time from landing {{clr|5|5[D]}} when cornered allows you to tack on a {{clr|2|j.K}} after the second jump cancel for a bit of extra damage. Even with this added time, you have to be quick and input your attacks as soon as possible. You'll have just barely enough time to get the whole thing. If you aren't cornered, use the above combo instead. | | |difficulty = Medium |
| |- | | |notes = CH {{clr|D|2D}} confirm into hard knockdown. |
| | | {{clr|5|5[D]}} > [7/8/9] > (Block burst) > 9 > {{clr|4|j.H}} > {{clr|3|j.S}} > {{clr|4|j.H}} 9jc > {{clr|4|j.HH}} || Anywhere || 154 || 18% || Everyone || {{clr|3|Medium}} || Route for blocked burst after Dust launch. The jump after blocked burst needs to be delayed slightly or you will fall out, ending the Homing Jump.
| | |video = [https://youtu.be/jmc2PxVWkrg YT] |
| |-
| | |checkedVersion = 1.34 |
| | | {{clr|5|5[D]}} > [7/8/9] > 44 (Burst whiffs) > 9 > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|j.S}} > {{clr|4|j.HH}} || Anywhere || 143 || 18% || Everyone || {{clr|2|Easy}} || Alternate route for reading immediate burst after Dust launch. Easier than blocking the burst because no delay is required afterwards, but does less damage.
| | }} |
| |- | | |- |
| | | CH {{clr|5|2D}} > {{clr|2|214K}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}} || Anywhere || 123 || 18% || Everyone || [3] {{clr|3|Medium}} || CH {{clr|5|2D}} confirm into hard knockdown. | | {{GGST-ComboTableRow |
| | |combo = CH {{clr|D|2D}} > {{clr|S|c.S}} > dc > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}} > 66 {{clr|K|5K}} OTG |
| | |position = Anywhere |
| | |damage = 155 |
| | |tensionGain = |
| | |worksOn = Everyone |
| | |difficulty = Hard |
| | |notes = CH {{clr|D|2D}} confirm at point blank - can follow up with dash cancel {{clr|K|5K}} meaty oki. Works from farther away with a 2-frame microdash before the {{clr|S|c.S}}. |
| | |video = [https://youtu.be/ARyZMMMNN3I YT] |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = CH {{clr|D|2D}} > {{clr|S|c.S}} > dc > {{clr|S|c.S}} > {{clr|H|5H}} > dl. {{clr|S|214S}} > 66 {{clr|K|2K}} > {{clr|H|6H}} > {{clr|H|623H}} > {{clr|H|623H}} |
| | |position = Midscreen |
| | |damage = 222 |
| | |tensionGain = |
| | |worksOn = Everyone |
| | |difficulty = Hard |
| | |notes = CH {{clr|D|2D}} confirm from point blank spacing at round start distance or closer. May not need to delay {{clr|S|214S}} depending on character - the higher you hit {{clr|S|214S}}, the further the combo works from. |
| | |video = [https://youtu.be/5HrRUkjbUWM YT] |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| | {{GGST-ComboTableRow |
| | |combo = CH {{clr|D|2D}} > {{clr|S|214S}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|623H}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|623H}} |
| | |position = Corner |
| | |damage = 222 |
| | |tensionGain = 36% |
| | |worksOn = Everyone |
| | |difficulty = Hard |
| | |notes = After hitting Dire Eclat, do a micro dash to connect {{clr|K|5K}}. |
| | |video = [https://youtu.be/wb-bvrwXQDU YT] |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| |} | | |} |
|
| |
|
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | ===Jump-in Starters=== |
| |+Ground Throw Starter | | {| class="wikitable sortable" |
| | |+Jump-in Starters |
| | |- |
| | {{GGST-ComboTableHeader}} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|K|236K}} |
| | |position = Anywhere |
| | |damage = 121 |
| | |tensionGain = 27% |
| | |worksOn = Everyone |
| | |difficulty = Easy |
| | |notes = {{clr|H|j.H}} confirm. Needs a deep {{clr|H|j.H}} or the {{clr|S|c.S}} will not combo. |
| | |video = [https://www.youtube.com/watch?v=u-9tAC5KuI8 YT] |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
| | {{GGST-ComboTableRow |
| |- | | |combo = {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|K|236K}}(2) > 66RRC > {{clr|H|2H}} > {{clr|K|214K}} WS {{clr|H|623H}} |
| || Throw 66RRC > {{clr|3|c.S}} > {{clr|4|2H(2)}} > {{clr|2|214K}} > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|4|623H}} || Midscreen/Near corner || 154 || ~-36% || Everyone || {{clr|2|Easy}} || Easy midscreen throw RC combo that leads into wall break from round start distance. Might drop or wall stick earlier if done too close to the corner. For lightweights, the combo needs a slight adjustment of dashing forward after the RRC to bring the opponent closer to the wall. | | |position = Midscreen/Near Corner/Corner |
| |- | | |damage = 200 |
| || Throw 66RRC > {{clr|5|5[D]}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|2|5K}} > {{clr|4|623H}} || Midscreen/Near corner || 156 || ~-34% || Everyone || {{clr|4|Hard}} || Midscreen throw RC combo. Timing on {{clr|3|2S}} can be tricky as it cannot be buffered from {{clr|5|5[D]}}. If the opponent is not cornered, {{clr|2|5K}} will whiff or fail to wall stick, but the soft knockdown can still allow for an oki setup. {{clr|3|214S}} can be used as the ender for shock state instead of {{clr|4|623H}} for damage. More difficult than the above combo and might whiff at round start distance, but does more damage and gains more tension. | | |tensionGain = -47% |
| |- | | |worksOn = Everyone |
| || Throw 44RRC > {{clr|4|236H}} > dash > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|4|623H}} || Corner || 159 || ~ -40% || Everyone || {{clr|4|Hard}} || Hard to burst combo, can dash up and block after fireball to bait the burst again. | | |difficulty = Easy |
| |-
| | |notes = RC extension for the above combo that will wall stick via {{clr|K|214K}} from midscreen or closer. |
| || Throw 44RRC > {{clr|4|236H}} > (66) {{clr|4|6H}} > {{clr|4|623H}} > {{clr|2|5K}} > {{clr|4|623H}} || Corner || 165 || ~-35% || Everyone || {{clr|4|Hard}} || Burst-safe corner throw RC route. Dashing {{clr|4|6H}} is only necessary if the opponent actually bursts. Against lightweights, can wallsplat with {{clr|3|c.S}} instead of {{clr|2|5K}} for more damage. Against heavyweights, wall stick with {{clr|2|2K}} for more consistency. [https://www.youtube.com/watch?v=7wGDJxC5uMw&t=533s Video Example]
| | |video = [https://youtu.be/xKQmjt7YyhU YT] |
| | | |checkedVersion = 1.34 |
| If the opponent ''does'' burst after the 44RC, the combo can still continue if the CSE was timed ''perfectly'' after 44RRC, otherwise Ky simply applies shockstate on block and continues pressure.
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|K|214K}} > {{clr|H|2H(2)}} > {{clr|S|214S}} > {{clr|H|623H}} |
| | |position = Near Corner |
| | |damage = 197 |
| | |tensionGain = ~+34% |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = Simple meterless wallbreak combo from {{clr|H|j.H}} when near the corner. Requires relatively precise positioning for {{clr|H|6H}} to bounce them correctly so {{clr|K|214K}} connects. |
| | |video = [https://youtu.be/S0HkENG6HSI YT] |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|K|236K}}(2) > 66RRC > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|623H}} > WS {{clr|H|623H}} |
| | |position = Midscreen |
| | |damage = 213 |
| | |tensionGain = ~-30% |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = Deep {{clr|H|j.H}} needed for {{clr|S|c.S}} to work. Works in corner/near corner. |
| | |video = [https://youtu.be/7J_om4i1QAw YT] |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|H|j.H}} > {{clr|D|j.D}} > adc > {{clr|K|j.K}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|K|214K}} > {{clr|H|6H}} > WS {{clr|S|214S}} |
| | |position = Midscreen |
| | |damage = 185 |
| | |tensionGain = 25% |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = Meterless wallbreak from midscreen that uses up an air action. |
| | |video = [https://youtu.be/llcEi6ldZ00 YT] |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|H|j.H}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|K|236K}}(2) > RRC > mircodash {{clr|D|5[D]}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|623H}} > WS {{clr|H|623H}} |
| | |position = Midscreen |
| | |damage = 222 |
| | |tensionGain = 20% |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = |
| | |video = [https://youtu.be/YLJhmpCDEEU YT] |
| | |checkedVersion = 1.35 |
| | }} |
| | |- |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|H|j.H}} > {{clr|H|j.623H}} > 22RRC > {{clr|H|236H}} > {{clr|H|2H}} > {{clr|H|j.623H}}> {{clr|S|c.S}} > {{clr|H|6H}} > WS {{clr|H|623H}} |
| | |position = Midscreen |
| | |damage = 238 |
| | |tensionGain = ~5% |
| | |worksOn = Everyone |
| | |difficulty = Hard |
| | |notes = |
| | |video = [https://youtu.be/vhDk0jfMfLM YT] |
| | |checkedVersion = 1.35 |
| | }} |
| | |- |
| |} | | |} |
|
| |
|
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | ===Throw Starter=== |
| |+Special Move Starter | | {| class="wikitable sortable" |
| | |+Throw Starter |
| |- | | |- |
| ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
| | {{GGST-ComboTableHeader}} |
| |- | | |- |
| || CH {{clr|2|214K}} > {{clr|2|2K}} > {{clr|3|214S}} || Anywhere || 88 || ~18% || Everyone || {{clr|1|Very Easy}} || Ground counterhit Foudre Arc combo. | | {{GGST-ComboTableRow |
| |-
| | |combo = Throw 66RRC > {{clr|S|c.S}} > {{clr|H|2H(2)}} > {{clr|K|214K}} > {{clr|H|5H}} > {{clr|K|214K}} WS > {{clr|H|623H}} |
| || Air Hit {{clr|2|214K}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}} || Anywhere || 113 || ~18% || Everyone || {{clr|2|Easy}} || Air hit Foudre Arc combo. Works on counterhit as well | | |position = Midscreen/Near corner |
| |-
| | |damage = 165 |
| || CH {{clr|3|214S}} > dash > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|4|5H}} > {{clr|2|214K}} || Anywhere || 156 || ~-34% || Everyone || {{clr|5|Very Hard}} || Very difficult microdash confirm off a counterhit Dire Eclat. Much easier to do when the opponent has the corner behind them of course. | | |tensionGain = ~-36% |
| | |worksOn = Everyone |
| | |difficulty = Easy |
| | |notes = Easy midscreen throw RC combo that leads into wall break from round start distance. Might drop or wall stick earlier if done too close to the corner. |
| | |video = [https://www.youtube.com/watch?v=li7pNqGu7ps YT] |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = Throw 44RRC > {{clr|H|236H}} > dash > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}} WS > {{clr|H|623H}} |
| | |position = Corner |
| | |damage = 167 |
| | |tensionGain = ~ -40% |
| | |worksOn = Everyone |
| | |difficulty = Hard |
| | |notes = Hard to burst combo, can dash up and block after fireball to bait the burst again. |
| | |video = [https://www.youtube.com/watch?v=-n5ZghtRR5c YT] |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = Throw 44RRC > {{clr|H|236H}} > (66) {{clr|H|6H}} > {{clr|H|623H}} > {{clr|S|c.S}} > {{clr|H|623H}} |
| | |position = Corner |
| | |damage = 177 |
| | |tensionGain = ~-35% |
| | |worksOn = Everyone |
| | |difficulty = Hard |
| | |notes = Burst-safe corner throw RC route. Dashing {{clr|H|6H}} is only necessary if the opponent actually bursts. If the opponent ''does'' burst after the 44RC, the combo can still continue if the CSE was timed ''perfectly'' after 44RRC, otherwise Ky simply applies shockstate on block and continues pressure. |
| | |video = [https://www.youtube.com/watch?v=7wGDJxC5uMw&t=533s YT] |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| || CH Shock State {{clr|4|623H}} > dash > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|214K}} || Anywhere || 150 || ~20% || Everyone || {{clr|4|Hard}} || Pretty hard timing to dash after the H DP, have to also time the c.S while Ky is offscreen so it's pretty hard.
| |
| |-
| |
| || {{clr|2|236K(1)}} > RRC > {{clr|5|[5D]}} > {{clr|3|c.S}} > {{clr|2|6K}} > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|4|623H}} > {{clr|4|623H}} || Corner || 167 || -48% || Everyone || {{clr|3|Medium}} || 50 tension wallbreak combo off of stun dipper in the corner.
| |
| |-
| |
| |} | | |} |
|
| |
|
| ==Combo Theory== | | ===Special Move Starters=== |
| | | {| class="wikitable sortable" |
| {| class="wikitable sortable" | | |+Special Move Starters |
| |+ Combo Starters | |
| |- | | |- |
| ! Button !! Use
| | {{GGST-ComboTableHeader}} |
| |- | | |- |
| | {{clr|2|2K}}/{{clr|2|5K}} || Low starter. Confirms into {{clr|1|6P}} > special cancel or {{clr|5|2D}} for knockdown | | {{GGST-ComboTableRow |
| | |combo = CH {{clr|K|214K}} > {{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}} |
| | |position = Anywhere |
| | |damage = 89 |
| | |tensionGain = ~18% |
| | |worksOn = Everyone |
| | |difficulty = Very Easy |
| | |notes = Ground counterhit Foudre Arc combo. |
| | |video = |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| | {{clr|1|2P}}/{{clr|2|5P}} || Fastest pokes. Confirms into {{clr|1|6P}} > special cancel (generally {{clr|3|Dire Eclat (214S)}}) | | {{GGST-ComboTableRow |
| | |combo = AA {{clr|K|214K}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}} |
| | |position = Anywhere |
| | |damage = 106 |
| | |tensionGain = ~18% |
| | |worksOn = Everyone |
| | |difficulty = Easy |
| | |notes = Air hit Foudre Arc combo. Works on counterhit as well |
| | |video = [https://www.youtube.com/watch?v=VgIRCrNpcR4 YT] |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| | {{clr|1|6P}} || Primary anti air button, but also good for footsies. Generally cancelled into {{clr|3|Dire Eclat (214S)}} on hit or block, but does counter hit slow long enough to reliably confirm {{clr|4|Ride the Lightning (632146H)}} | | {{GGST-ComboTableRow |
| | |combo = CH {{clr|S|214S}} > microdash > {{clr|K|2/5K}} > {{clr|H|6H}} > {{clr|H|623H}} > {{clr|S|c.S}} > {{clr|H|6H}} > WS > {{clr|H|623H}} |
| | |position = Corner |
| | |damage = 207 |
| | |tensionGain = 36% |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = corner CH Dire Eclat meterless wallbreak combo. Easier to connect the microdash kick the closer the Eclat hits from. |
| | |video = [https://www.youtube.com/watch?v=yEenRtnip3o YT] |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| | {{clr|3|c.S}} || High damage starter, very good as a meaty or frametrap option. Generally gatling into any {{clr|4|H}} button followed by a special cancel. On counter hit, can confirm into {{clr|5|5[D]}} pop-up. | | {{GGST-ComboTableRow |
| | |combo = CH {{clr|S|214S}} > {{clr|H|6H}} > {{clr|H|623H}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|623H}} WS > {{clr|H|623H}} |
| | |position = Corner |
| | |damage = 224 |
| | |tensionGain = 37% |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = Close range corner dire eclat CH combo. Drops if Eclat is hit from too far away. |
| | |video = [https://www.youtube.com/watch?v=Ch-noeRhsCo YT] |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| | {{clr|3|f.S}} / {{clr|3|2S}} || Fast long range pokes. Generally cancelled into {{clr|2|Stun Dipper (236K)}} or {{clr|3|Stun Edge (236S)}}, both of which can be extended via roman cancel for damage and corner carry. | | {{GGST-ComboTableRow |
| | |combo = CH {{clr|S|214S}} > dash > {{clr|H|5H}} > {{clr|K|214K}} > {{clr|H|5H}} > {{clr|K|214K}} |
| | |position = Anywhere |
| | |damage = 136 |
| | |tensionGain = ~32% |
| | |worksOn = Everyone |
| | |difficulty = Very Hard |
| | |notes = Semi-difficult microdash confirm off a counterhit Dire Eclat. Much easier to do when the opponent has the corner behind them of course. |
| | |video = [https://www.youtube.com/watch?v=MXJkXoelGe0 YT] |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| | {{clr|4|5H}} || Slow long range poke that moves Ky forward and is disjointed. Confirms into the same special moves as S normals, but needs a delay for {{clr|2|Stun Dipper (236K)}} to connect both hits depending on distance. | | {{GGST-ComboTableRow |
| | |combo = CH Shock State {{clr|H|623H}} > dash > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|214K}} |
| | |position = Anywhere |
| | |damage = 129 |
| | |tensionGain = ~20% |
| | |worksOn = Everyone |
| | |difficulty = Hard |
| | |notes = Pretty hard timing to dash after the {{clr|H|H DP}}. Have to also time the {{clr|S|c.S}} while Ky is offscreen so it's pretty hard. |
| | |video = [https://www.youtube.com/watch?v=kUVhdiBohBY YT] |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| | {{clr|4|6H}} || Long range disjointed mid that hits low to the ground. Launches the opponent away on hit, causing a wall bounce when near the corner. Strong meaty as well as frametrap option from {{clr|2|K}} normals. | | {{GGST-ComboTableRow |
| | |combo = {{clr|K|236K(2)}} > RRC > dash > {{clr|D|[5D]}} > {{clr|S|c.S}} > dc > {{clr|K|2K}} > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}} |
| | |position = Anywhere |
| | |damage = 157 |
| | |tensionGain = ~-40% |
| | |worksOn = Everyone |
| | |difficulty = Hard |
| | |notes = 50 tension Stun Dipper RC combo, a cornerstone of your neutral. |
| | |video = [https://youtu.be/uXkSc8M6cks YT] |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| | {{clr|4|2H}} || Slow committal anti air, generally only used for predictable air options or hard reads, but is a potent frametrap in the corner via {{clr|3|2S}} or backdash to bait a throw break. | | {{GGST-ComboTableRow |
| |- | | |combo = {{clr|K|236K(1)}} > RRC > 66{{clr|D|[5D]}} > {{clr|S|c.S}} > {{clr|K|6K}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|S|214S}} > {{clr|H|6H}} WS > 66{{clr|H|623H}} |
| | {{clr|5|2D}} || Great range sweep for hard knockdown. Delay a special cancel {{clr|4|Charged Stun Edge (236H)}} for Okizeme. On counter hit, can convert into a combo via {{clr|2|Foudre Arc (214K)}} or {{clr|3|2S}} > {{clr|4|5H}} | | |position = Corner |
| | |damage = 196 |
| | |tensionGain = ~-40% |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = 50 tension wallbreak combo off of stun dipper in the corner. |
| | |video = [https://www.youtube.com/watch?v=J5B03fb7tlMYT YT] |
| | |checkedVersion = 1.34 |
| | }} |
| |- | | |- |
| |} | | |} |
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| |
|
| ===Get the Knockdown/Push to the Corner=== | | ==Extra Combo Theory== |
| The goal with combos is to end them in a way that gets you some kind of advantage beyond just damage. You can end combos into a knockdown, or corner carry to put yourself in a better position. Each ender you choose will set up a different situation after the combo, so think about what you want to accomplish.
| | === {{clr|D|5[D]}} Pickup === |
| | | After Red Roman Cancel and also certain counterhits (such as CH {{clr|S|c.S}}), Ky can use a fully charged {{clr|D|5[D]}} to launch the opponent higher up into the air, resulting in higher damage combo extensions. The easiest and most reliable route after {{clr|D|5[D]}} popup is {{ComboText|{{clr|K|5K/2K}} > {{clr|H|6H}} > {{clr|D|236D}} > (...)}}, but a deep dash-in after {{clr|D|5[D]}} into air hit {{ComboText|{{clr|S|c.S}} dash cancel {{clr|S|c.S}} > (...)}} routes deals optimal damage. |
| Example enders:
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| * ... > {{clr|5|2D}}
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| ** Hard knockdown close to Ky, allowing many okizeme setups.
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| * ... > {{clr|5|2D}} > {{clr|3|214S}}
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| ** Corner carry with a knockdown farther from Ky that still allows for good oki.
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| * {{clr|3|f.S/2S}} > {{clr|2|236K}}
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| ** Corner carry and damage option, but with weaker oki due to Stun Dipper's short knockdown time.
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| * ...(airborne opponent) > {{clr|4|5H/2H}} > {{clr|2|214K}}
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| ** Large amount of corner carry.
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| * ... > {{clr|4|632146H}} / {{clr|1|236236P}}
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| ** Overdrive ender for high damage, and in Ride The Lightning's case a huge amount of corner carry, wallbreaking from a slightly further distance than round start position.
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| | |
| ==={{clr|4|5H}} > Foudre Arc Loops=== | |
| {{clr|4|5H}} launches opponents vertically on air hit, putting them in the perfect position for Foudre Arc ({{clr|2|214K}}) afterwards. This sequence can be looped off a wide variety of starters for a large amount of corner carry as long as {{clr|4|5H}} hits the opponent in the air, including (but not limited to) [[GGST/Movement#Roman Cancels|Red Roman Cancel]]'s launch, anti-air {{clr|1|5P}}/{{clr|4|2H}}, and CH {{clr|4|6H}}. When the corner carry is enough to reach the corner itself, {{clr|2|5K}} {{clr|4|6H}} after the second {{clr|2|214K}} is very likely to wall stick, earning you [[GGST/Gauges#Positive Bonus|Positive Bonus]] from the resulting Wall Break.
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| | |
| ==={{clr|4|6H}} Wallbounce===
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| In the corner, {{clr|4|6H}} will bounce the opponent off the wall on hit. This allows combo extensions with {{clr|2|214K}} and Shock State {{clr|3|623S}}/{{clr|4|H}} for increased damage.
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| ==={{clr|3|214S}} OTG Relaunch===
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| In the corner, combos that don't push you out too far can be ended in {{clr|3|214S}} and picked up with an Off-the-Ground hit to continue the combo, taking advantage of the applied Shock State to increase your damage.
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| | |
| Essentially, there's a short time after an opponent is hit by {{clr|3|214S}} that they can be launched into the air again if struck by an attack. The most reliable move you have to do this with is {{clr|2|2K}}, since it's very fast, reaches a long distance, and gatlings to {{clr|4|6H}} to allow you to wallbounce the opponent.
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| Example routes: <br>
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| *{{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|214S}}, 66{{clr|2|2K}} > {{clr|4|6H}} > SS {{clr|4|623H}}, {{clr|1|5P}} > {{clr|4|623H}}
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| *CH {{clr|3|214S}}, {{clr|4|66H}} > {{clr|4|623H}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|623H}} > {{clr|3|623S}}
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| | This works anywhere on the screen (except the corner when used off CH {{clr|S|c.S}} instead of RRC) and is consistent against all characters. It will also work if the opponent is launched high enough in any other combo route. |
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| ==={{clr|4|2H}} > Foudre Arc=== | | ==={{clr|H|2H}} > Foudre Arc=== |
| {{clr|4|2H}} combo into {{clr|2|214K}} on most characters. It does not work on Sol, Ky, May, Anji, and Giovanna. | | {{clr|H|2H (2)}} universally combos into {{clr|K|214K}} against all grounded opponents if they are in Shock State |
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| If {{clr|2|214K}} hit your opponent while they were in Shock State, you can usually link a {{clr|2|5K}} or {{clr|2|2K}} and cancel that into Stun Dipper ({{clr|2|236K}}) to end the combo, depending on the character and spacing. A {{clr|2|5K}} link will not work on some characters at all. {{clr|2|2K}} is more reliable since it reaches further. The {{clr|2|2K}} link works on everyone except for I-No. She requires you to be point blank with your {{clr|4|2H}}, otherwise {{clr|2|2K}} won't reach. On the larger characters like Faust, Potemkin, Leo, and Nagoriyuki, you can instead end the combo with Dire Eclat ({{clr|3|214S}}) instead of {{clr|2|236K}}, since their hurtboxes are bigger than the other characters on whom max range {{clr|2|2K}} > {{clr|3|214S}} will not work on. This will reapply Shock State, making it preferable over Stun Dipper for these characters. | | If {{clr|K|214K}} hit your opponent while they were in Shock State, you can usually link {{clr|K|5K}} or {{clr|K|2K}} and cancel into Stun Dipper ({{clr|K|236K}}) to end the combo, depending on the character and spacing. A {{clr|K|5K}} link will not work on some characters at all. {{clr|K|2K}} is more reliable since it reaches further. The {{clr|K|2K}} link works on everyone except for I-No. She requires you to be point blank with your {{clr|H|2H}}, otherwise {{clr|K|2K}} won't reach. On the larger characters like {{Character Label|GGST|Faust}}, {{Character Label|GGST|Potemkin}}, {{Character Label|GGST|Leo Whitefang}}, and {{Character Label|GGST|Nagoriyuki}}, you can instead end the combo with Dire Eclat ({{clr|S|214S}}) instead of {{clr|K|236K}}, since their hurtboxes are bigger than the other characters on whom max range {{clr|K|2K}} > {{clr|S|214S}} will not work. This will reapply Shock State, making it preferable over Stun Dipper for these characters. If near the corner, Ky can opt for {{clr|K|2K}} > {{clr|H|6H}} -> special cancel to secure a wallbreak. |
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| ==Navigation== | | ==Navigation== |
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