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| *The list is focused on most practical examples, not every single option that exists. | | *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). | | *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. If you would like to spend meter for more damage and keep Shock State, use {{MMC|input=236236P|label={{clr|P|236236P}}}}. If you just want to cash out on damage, use {{MMC|input=632146H|label= | | *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}}}}. |
| {{clr|H|632146H}}}}. | |
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| ==Beginner Combos== | | ==Beginner Combos== |
| {{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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| | Recipe = {{clr|P|6P}} > {{clr|S|214S}}/{{clr|K|214K}} | | | Recipe = {{clr|P|6P}} > {{clr|S|214S}}/{{clr|K|214K}} |
| | content = | | | content = |
| <!--placeholder lol-->{{#lst:GGST/Offense|6P}}
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| 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. | | 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. |
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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 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]]. |
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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. |
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| ==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. |
| | *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 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). |
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| ==={{clr|P|5P}}/{{clr|P|2P}}/{{clr|K|5K}}/{{clr|K|2K}} Starters=== | | ==={{clr|P|5P}}/{{clr|P|2P}}/{{clr|P|6P}} Starters=== |
| {| class="wikitable sortable" | | {| class="wikitable sortable" |
| |+{{clr|P|5P}}/{{clr|P|2P}}/{{clr|K|5K}}/{{clr|K|2K}} Starters | | |+{{clr|P|5P}}/{{clr|P|2P}}/{{clr|P|6P}} Starters |
| |- | | |- |
| {{GGST-ComboTableHeader}} | | {{GGST-ComboTableHeader}} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|P|2P}} > ({{clr|P|2P}} > {{clr|P|2P}}) > {{clr|P|6P}} > {{clr|S|214S}} | | |combo = ({{clr|P|2P}})*1-3 > {{clr|P|6P}} > {{clr|S|214S}} |
| |position = Anywhere | | |position = Anywhere |
| |damage = 64~69~71 | | |damage = 64~71 |
| |tensionGain = 16% | | |tensionGain = 16% |
| |worksOn = Everyone | | |worksOn = Everyone |
| |difficulty = Very Easy | | |difficulty = Very Easy |
| |notes = Simple, easy confirm from {{clr|P|2P}} that grants Shock State. Subtract Ps based on range. Works off of {{clr|P|5P}} too, but {{clr|P|5P}} whiffs on most crouchers. | | |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] | | |video = [https://www.youtube.com/watch?v=j6cj8XlFyGY YT] |
| |checkedVersion = 1.31 | | |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 |
| | }} |
| | |- |
| | {{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 |
| | }} |
| | |- |
| | {{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}} |
| | |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 |
| | }} |
| | |- |
| | {{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 |
| | }} |
| | |- |
| | {{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]}} |
| | |position = Midscreen |
| | |damage = 189 |
| | |tensionGain = 29% |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = Corner only extension for anti-air {{clr|P|5P}} starter. |
| | |video = |
| | |checkedVersion = 1.34 |
| }} | | }} |
| | |- |
| | |} |
| | |
| | ==={{clr|K|5K}}/{{clr|K|2K}}/{{clr|K|6K}} Starters=== |
| | {| class="wikitable sortable" |
| | |+{{clr|K|5K}}/{{clr|K|2K}}/{{clr|K|6K}} Starters |
| | |- |
| | {{GGST-ComboTableHeader}} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
Line 562: |
Line 725: |
| |notes = Confirm into Dire Eclat. Grants Shock State and a knockdown. | | |notes = Confirm into Dire Eclat. Grants Shock State and a knockdown. |
| |video = [https://www.youtube.com/watch?v=Ny1kVqR0wVY YT] | | |video = [https://www.youtube.com/watch?v=Ny1kVqR0wVY YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 574: |
Line 737: |
| |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. | | |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] | | |video = [https://www.youtube.com/watch?v=VspzU10HPbI YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 585: |
Line 748: |
| |difficulty = Hard | | |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. | | |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/b5q9kaQXYik YT] | | |video = [https://youtu.be/rKb_E0B6U8M YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 597: |
Line 760: |
| |difficulty = Medium | | |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. | | |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/lOhIBnXusZc YT] | | |video = [https://youtu.be/IKxtSi3cBtY YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 609: |
Line 772: |
| |difficulty = Hard | | |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}}. | | |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/__gxhPqS1m0 YT] | | |video = [https://youtu.be/M8-1sGLeLUw YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 622: |
Line 785: |
| |notes = The above combo modified to break the wall in shock state. | | |notes = The above combo modified to break the wall in shock state. |
| |video = [https://youtu.be/N55Btf4Xrwc YT] | | |video = [https://youtu.be/N55Btf4Xrwc YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 642: |
Line 805: |
| |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 | | |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] | | |video = [https://youtu.be/VY0ySmg4HRs YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 658: |
Line 821: |
| |recipePC = | | |recipePC = |
| |video = [https://youtu.be/VRGCi8YcfQE YT] | | |video = [https://youtu.be/VRGCi8YcfQE YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 672: |
Line 835: |
| |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}}. | | |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] | | |video = [https://youtu.be/ONVwNoizJ60 YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 684: |
Line 847: |
| |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. | | |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] | | |video = [https://youtu.be/uhjwtE6mZLo YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 698: |
Line 861: |
| |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. | | |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] | | |video = [https://youtu.be/f2xODJ-zsRw YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 710: |
Line 873: |
| |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. | | |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] | | |video = [https://youtu.be/TllaHCALSsg YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 722: |
Line 885: |
| |notes = The above combo modified to break the wall. You can't omit the {{clr|H|5H}} or it won't wall splat. | | |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] | | |video = [https://youtu.be/9p39-7HbH3o YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 734: |
Line 897: |
| |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. | | |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] | | |video = [https://youtu.be/R4fJctsq7zs YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |} | | |} |
Line 753: |
Line 916: |
| |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. | | |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] | | |video = [https://www.youtube.com/watch?v=4b_njdm6Nvo YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 765: |
Line 928: |
| |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. | | |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] | | |video = [https://www.youtube.com/watch?v=A2VWONyyqmM YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 777: |
Line 940: |
| |notes = Similar to above combo adjusted for being close enough to wall stick with {{clr|S|214S}} and then break with {{clr|H|623H}}. | | |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] | | |video = [https://www.youtube.com/watch?v=uAiDRXOmQ30 YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 789: |
Line 952: |
| |notes = High damage DP punish. You can end on super (or double super). | | |notes = High damage DP punish. You can end on super (or double super). |
| |video = [https://gfycat.com/untrieddelayedcrustacean-guilty-gear-strive-ggst Gfy] | | |video = [https://gfycat.com/untrieddelayedcrustacean-guilty-gear-strive-ggst Gfy] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 801: |
Line 964: |
| |notes = Grounded corner {{clr|H|2H}} Counter Hit punish. Useful after baiting a throw break attempt with backdash. | | |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] | | |video = [https://www.youtube.com/watch?v=zfLXrqp56Cs YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 813: |
Line 976: |
| |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. | | |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] | | |video = [https://youtu.be/FVl86INoECg YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 825: |
Line 988: |
| |notes = Anti Air {{clr|H|2H}} Counter Hit meterless punish in corner. | | |notes = Anti Air {{clr|H|2H}} Counter Hit meterless punish in corner. |
| |video = [https://www.youtube.com/watch?v=lQV1rVBSEzg YT] | | |video = [https://www.youtube.com/watch?v=lQV1rVBSEzg YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 837: |
Line 1,000: |
| |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. | | |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] | | |video = [https://www.youtube.com/watch?v=OYP0KFmYdkg YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 849: |
Line 1,012: |
| |notes = 6H meterless normal hit confirm. At max range, use {{clr|K|2K}} instead of {{clr|K|5K}}. | | |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] | | |video = [https://youtu.be/QGVkFXrTFFU?t=14 YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 861: |
Line 1,024: |
| |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. | | |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] | | |video = [https://youtu.be/QGVkFXrTFFU?t=49 YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 873: |
Line 1,036: |
| |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. | | |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] | | |video = [https://youtu.be/QGVkFXrTFFU?t=71 YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 885: |
Line 1,048: |
| |notes = BnB meterless {{clr|H|6H}} counterhit confirm. | | |notes = BnB meterless {{clr|H|6H}} counterhit confirm. |
| |video = [https://www.youtube.com/watch?v=6FzRx1Sd8r4 YT] | | |video = [https://www.youtube.com/watch?v=6FzRx1Sd8r4 YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 897: |
Line 1,060: |
| |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. | | |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] | | |video = [https://youtu.be/QGVkFXrTFFU?t=109 YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 909: |
Line 1,072: |
| |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%) | | |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] | | |video = [https://youtu.be/QGVkFXrTFFU?t=121 YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 922: |
Line 1,085: |
| |recipePC = 93017 | | |recipePC = 93017 |
| |video = [https://www.youtube.com/watch?v=hbbmDRHuWZ8 YT] | | |video = [https://www.youtube.com/watch?v=hbbmDRHuWZ8 YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
| |}
| |
|
| |
| ===Jump-in Starters===
| |
| {| 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 = 1.31
| |
| }}
| |
| |-
| |
| {{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}}
| |
| |position = Midscreen/Near Corner/Corner
| |
| |damage = 200
| |
| |tensionGain = -47%
| |
| |worksOn = Everyone
| |
| |difficulty = Easy
| |
| |notes = RC extension for the above combo that will wall stick via {{clr|K|214K}} from midscreen or closer.
| |
| |video = [https://youtu.be/xKQmjt7YyhU YT]
| |
| |checkedVersion = 1.31
| |
| }}
| |
| |-
| |
| {{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 = Easy
| |
| |notes = Simple meterless wallbreak combo from {{clr|H|j.H}} when near the corner. {{clr|K|214K}} will whiff if directly in the corner though.
| |
| |video = [https://youtu.be/5k0nkgZV8Ok YT]
| |
| |checkedVersion = 1.31
| |
| }}
| |
| |-
| |
| {{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 = 1.31
| |
| }}
| |
| |-
| |
| |-
| |
| {{GGST-ComboTableRow
| |
| |combo = {{clr|H|j.H}} > {{clr|D|j.D}} > 66 > {{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 = Hard
| |
| |notes = Meterless wallbreak from midscreen that uses up an air action.
| |
| |video = [https://youtu.be/4nJ5ClaIwUw YT]
| |
| |checkedVersion = 1.31
| |
| }}
| |
| |-
| |
| |} | | |} |
|
| |
|
Line 1,011: |
Line 1,105: |
| |notes = Simple beginner charged Dust combo. | | |notes = Simple beginner charged Dust combo. |
| |video = [https://www.youtube.com/watch?v=ziwNirZ5bRM YT] | | |video = [https://www.youtube.com/watch?v=ziwNirZ5bRM YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 1,023: |
Line 1,117: |
| |notes = Slightly more advanced version of the above. | | |notes = Slightly more advanced version of the above. |
| |video = [https://www.youtube.com/watch?v=PNmIcFZhRg4 YT] | | |video = [https://www.youtube.com/watch?v=PNmIcFZhRg4 YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 1,035: |
Line 1,129: |
| |notes = BnB Dust combo | | |notes = BnB Dust combo |
| |video = [https://www.youtube.com/watch?v=e-nYRFBescU YT] | | |video = [https://www.youtube.com/watch?v=e-nYRFBescU YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 1,047: |
Line 1,141: |
| |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. | | |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] | | |video = [https://www.youtube.com/watch?v=fu_PHYYUNNc YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 1,059: |
Line 1,153: |
| |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. | | |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] | | |video = [https://www.youtube.com/watch?v=CIDmVOxQ0lI YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 1,071: |
Line 1,165: |
| |notes = Consistent and easy tap dust conversion. | | |notes = Consistent and easy tap dust conversion. |
| |video = [https://youtu.be/emMIqp4TUDQ YT] | | |video = [https://youtu.be/emMIqp4TUDQ YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 1,083: |
Line 1,177: |
| |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}}. | | |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] | | |video = [https://youtu.be/WnNXrdyHv_A YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 1,095: |
Line 1,189: |
| |notes = CH {{clr|D|2D}} confirm into hard knockdown. | | |notes = CH {{clr|D|2D}} confirm into hard knockdown. |
| |video = [https://youtu.be/jmc2PxVWkrg YT] | | |video = [https://youtu.be/jmc2PxVWkrg YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 1,107: |
Line 1,201: |
| |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}}. | | |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] | | |video = [https://youtu.be/ARyZMMMNN3I YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 1,119: |
Line 1,213: |
| |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. | | |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] | | |video = [https://youtu.be/5HrRUkjbUWM YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 1,131: |
Line 1,225: |
| |notes = After hitting Dire Eclat, do a micro dash to connect {{clr|K|5K}}. | | |notes = After hitting Dire Eclat, do a micro dash to connect {{clr|K|5K}}. |
| |video = [https://youtu.be/wb-bvrwXQDU YT] | | |video = [https://youtu.be/wb-bvrwXQDU YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
| |} | | |} |
|
| |
|
| ===Ground Throw Starter=== | | ===Jump-in Starters=== |
| {| class="wikitable sortable" | | {| class="wikitable sortable" |
| |+Ground Throw Starter | | |+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 |
| | }} |
| | |- |
| | {{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}} |
| | |position = Midscreen/Near Corner/Corner |
| | |damage = 200 |
| | |tensionGain = -47% |
| | |worksOn = Everyone |
| | |difficulty = Easy |
| | |notes = RC extension for the above combo that will wall stick via {{clr|K|214K}} from midscreen or closer. |
| | |video = [https://youtu.be/xKQmjt7YyhU YT] |
| | |checkedVersion = 1.34 |
| | }} |
| | |- |
| | {{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 |
| | }} |
| | |- |
| | |} |
| | |
| | ===Throw Starter=== |
| | {| class="wikitable sortable" |
| | |+Throw Starter |
| |- | | |- |
| {{GGST-ComboTableHeader}} | | {{GGST-ComboTableHeader}} |
Line 1,151: |
Line 1,340: |
| |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. | | |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] | | |video = [https://www.youtube.com/watch?v=li7pNqGu7ps YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 1,163: |
Line 1,352: |
| |notes = Hard to burst combo, can dash up and block after fireball to bait the burst again. | | |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] | | |video = [https://www.youtube.com/watch?v=-n5ZghtRR5c YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 1,175: |
Line 1,364: |
| |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. | | |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] | | |video = [https://www.youtube.com/watch?v=7wGDJxC5uMw&t=533s YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 1,187: |
Line 1,376: |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = CH {{clr|K|214K}} > {{clr|K|2K}} {{clr|D|2D}} > {{clr|S|214S}} | | |combo = CH {{clr|K|214K}} > {{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}} |
| |position = Anywhere | | |position = Anywhere |
| |damage = 89 | | |damage = 89 |
Line 1,195: |
Line 1,384: |
| |notes = Ground counterhit Foudre Arc combo. | | |notes = Ground counterhit Foudre Arc combo. |
| |video = | | |video = |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 1,207: |
Line 1,396: |
| |notes = Air hit Foudre Arc combo. Works on counterhit as well | | |notes = Air hit Foudre Arc combo. Works on counterhit as well |
| |video = [https://www.youtube.com/watch?v=VgIRCrNpcR4 YT] | | |video = [https://www.youtube.com/watch?v=VgIRCrNpcR4 YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 1,219: |
Line 1,408: |
| |notes = corner CH Dire Eclat meterless wallbreak combo. Easier to connect the microdash kick the closer the Eclat hits from. | | |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] | | |video = [https://www.youtube.com/watch?v=yEenRtnip3o YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 1,231: |
Line 1,420: |
| |notes = Close range corner dire eclat CH combo. Drops if Eclat is hit from too far away. | | |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] | | |video = [https://www.youtube.com/watch?v=Ch-noeRhsCo YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 1,243: |
Line 1,432: |
| |notes = Semi-difficult microdash confirm off a counterhit Dire Eclat. Much easier to do when the opponent has the corner behind them of course. | | |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] | | |video = [https://www.youtube.com/watch?v=MXJkXoelGe0 YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
Line 1,255: |
Line 1,444: |
| |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. | | |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] | | |video = [https://www.youtube.com/watch?v=kUVhdiBohBY YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|K|236K}} > 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}} | | |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 | | |position = Anywhere |
| |damage = 157 | | |damage = 157 |
| |tensionGain = -40% | | |tensionGain = ~-40% |
| |worksOn = Everyone | | |worksOn = Everyone |
| |difficulty = Medium | | |difficulty = Hard |
| |notes = 50 tension Stun Dipper RC combo, a cornerstone of your neutral. | | |notes = 50 tension Stun Dipper RC combo, a cornerstone of your neutral. |
| |video = [https://gfycat.com/leafypastalaskanhusky Gfy] | | |video = [https://youtu.be/uXkSc8M6cks YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|K|236K(1)}} > RRC > {{clr|D|[5D]}} > microdash > {{clr|S|c.S}} > {{clr|K|6K}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|623H}} WS > {{clr|H|623H}} | | |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}} |
| |position = Corner | | |position = Corner |
| |damage = 194 | | |damage = 196 |
| |tensionGain = -48% | | |tensionGain = ~-40% |
| |worksOn = Everyone | | |worksOn = Everyone |
| |difficulty = Medium | | |difficulty = Medium |
| |notes = 50 tension wallbreak combo off of stun dipper in the corner. | | |notes = 50 tension wallbreak combo off of stun dipper in the corner. |
| |video = [https://youtu.be/QLSrM4TzKqs YT] | | |video = [https://www.youtube.com/watch?v=J5B03fb7tlMYT YT] |
| |checkedVersion = 1.31 | | |checkedVersion = 1.34 |
| }} | | }} |
| |- | | |- |