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| {{BeginnerComboDef}} | | {{BeginnerComboDef}} |
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| # [[{{PAGENAME}}#Ky Beginner Combo 1|BNB Close Range Ground Combo]] | | # [[#Ky Beginner Combo 1|BNB Close Range Ground Combo]] |
| # [[{{PAGENAME}}#Ky Beginner Combo 2|Close Range Okizeme Ender]] | | # [[#Ky Beginner Combo 2|Close Range Okizeme Ender]] |
| # [[{{PAGENAME}}#Ky Beginner Combo 3|Close Range Light Starter]] | | # [[#Ky Beginner Combo 3|Close Range Light Starter]] |
| # [[{{PAGENAME}}#Ky Beginner Combo 4|Mid Range Poke Starter]] | | # [[#Ky Beginner Combo 4|Mid Range Poke Starter]] |
| # [[{{PAGENAME}}#Ky Beginner Combo 5|Anti-Air/Anti-Poke Starter]] | | # [[#Ky Beginner Combo 5|Anti-Air/Anti-Poke Starter]] |
| # [[{{PAGENAME}}#Ky Beginner Combo 6|Charged Dust Starter]] | | # [[#Ky Beginner Combo 6|Charged Dust Starter]] |
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| ===<span style="visibility:hidden;font-size:0">BNB Close Range Ground Combo</span>=== | | ===<span style="visibility:hidden;font-size:0">BNB Close Range Ground Combo</span>=== |
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| | Recipe = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}} | | | Recipe = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}} |
| | content = | | | content = |
| This combo is a staple that all Ky players should know, as it applies [[GGST/Ky_Kiske/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 | | 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 |
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| 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 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. |
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| 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 [[GGST/Ky_Kiske/Strategy#Okizeme|his Strategy page here]]. | | 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]]. |
| }} | | }} |
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| 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}}. | | 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}}. |
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| {{ComboText|{{clr|K|2K}} > {{clr|D|2D}}}} into a blocked {{clr|S|214S}} can be used after a blocked [[GGST/Ky_Kiske/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}}. | | {{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}}. |
| }} | | }} |
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| | Size = 256x192 | | | Size = 256x192 |
| | Recipe = ({{clr|P|5P}} or {{clr|P|2P}}) xN > {{clr|P|6P}} > {{clr|S|214S}} | | | 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 [[{{PAGENAME}}#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. | | | 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. |
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| 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}}. | | 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}}. |
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| | content = | | | content = |
| A big damage [[GGST/Offense#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. | | 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}}. | | You will need a different version of this combo for it to work on {{CLabel|GGST|May}}. |
| }} | | }} |
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| ==Core Combos== | | ==Core Combos== |
| {{CoreComboDef}} | | {{CoreComboDef}} |
| # [[{{PAGENAME}}#Ky Core Combo 1|Close Range Corner BNB]] | | # [[#Ky Core Combo 1|Close Range Corner BNB]] |
| # [[{{PAGENAME}}#Ky Core Combo 2|Close Range Metered Midscreen Starter]] | | # [[#Ky Core Combo 2|Close Range Metered Midscreen Starter]] |
| # [[{{PAGENAME}}#Ky Core Counterhit Repository|Counterhit Combo Repository]] | | # [[#Ky Core Counterhit Repository|Counterhit Combo Repository]] |
| # [[{{PAGENAME}}#Ky Core Combo 6|Basic Metered Any Starter and Position Combo]] ('''Use this combo as a beginner metered combo!''') | | # [[#Ky Core Combo 6|Basic Metered Any Starter and Position Combo]] ('''Use this combo as a beginner metered combo!''') |
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| <tabber> Normal Version= | | <tabber> Normal Version= |
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| | Size = 256x192 | | | Size = 256x192 |
| | Recipe = {{clr|H|5H}} CH > {{clr|K|214K}} > {{clr|K|2K}} > {{clr|D|2D}} > dl.{{clr|H|236H}} | | | 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 no delay there will still 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 [[GGST/Ky_Kiske/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/Defense#Faultless_Defense|Faultless Defense]]. | | | content = This combo synergizes well with the {{clr|S|2S}} > {{clr|H|5H}} blockstring, as if you do it with no delay there will still 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]]. |
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| 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. | | 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. |
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| | 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. | | | 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. |
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| 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 [[GGST/Ky Kiske/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 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. |
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| This combo is recommended as a blue burst punish after a jump cancelled {{clr|S|c.S}} in this specific position on the screen. | | This combo is recommended as a blue burst punish after a jump cancelled {{clr|S|c.S}} in this specific position on the screen. |
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| | Size = 256x192 | | | 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}} | | | 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 [[GGST/Ky Kiske/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}}. | | | 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}}. |
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| 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. | | 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. |