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GGXXAC+R Ky Starter Combos + Setups

@StrawberrySoryu

This is designed to get you started with Ky’s combos and general theory for combo
selection. There’s more optimal stuff out there but this will serve well for someone
that’s learning!

Note on starters: many of the following combos can have their starters replaced by
other normals than the ones described. For example, nearly all of them can be
started with [Airdash > j.S > J.H]. In some cases you might have to omit normals
and skip to the ender if you add more normals to the start of your combo, like in
the above example. This is because of pushback that increases the longer your
combo lasts.

If you’d rather have a visual aid I’ve uploaded a video with all the combos below.

You can contact me on twitter @StrawberrySoryu for any questions

^^^^^^

This uses standard numeric input notation, see the above key!
Basics

Midscreen:

Basic Combo

[5K > c.S > 2D > 236D]

Just securing a knockdown after you get a hit is always a good idea. 2D > 236D will
set up basic okizeme. Ky’s gatling table is very freeform so feel free to swap the [5K
> c.S] portion with anything as long as they remain close enough to 2D sweep at
the end.

Anti Air

[6P > c.S > 2H > 623H~H]

You can cancel into c.S even on block.

Greed Sever Overhead

[214K > c.S > 2H > 623H~H]

If you hit them far away, try micro dashing into c.S.

Universal Overhead (5D)

[5D > j.S > j.S > j.S > j.H > 623H~H]

Throw RC (50/25 Meter)

[Throw RC > 66c.S > 2H > 623H~H]

Make sure to micro dash before c.S.

Lightning Sphere (25 Meter)

[c.S > 6K > 236D~4D > 2K > 2D]

Adds a good amount of damage. Feel free to choose a different ender after the
sphere connects, like a 6K link, or a Stun Dipper ender.
Charge Drive (50 Meter)

[5K > c.S > 6K > 236D~4D > 4~6D]

Big damage for 50 meter.

Basic Super Combo (50 Meter)

[5K > c.S > 2D > 236236P > 236D]

Burns some meter for damage and sets you up with standard okizeme.

Corner:

VT Loop

[214K > c.S > 2H > 623H~S > 66H > 2H > 623H~H]

You can start this off of Throw RC, 214K, basically anything that puts the opponent
airborne. Remember to micro dash when inputting 6H so you stay closer to the
opponent.

VT Loop Alternate Ender

[214K > c.S > 2H > 623H~S > 66H > delayed 6K]

Keeps them deep in the corner.

Charge Drive (50 Meter)

[5K > c.S > 6K > 236D~4D > 4~6D > 6H > 6K]

Knocks down and adds a little damage. You can also end with 6H > 2H > 623H~H if
you’d prefer.
Extras

Midscreen:

Far Stun Dipper Knockdown

[5K > c.S > 5H > delay 236K]

This one can be tricky. Sometimes the opponent will be too far away to sweep with
2D, in this case you can still get a knockdown by ending in 5H and delaying a cancel
into 236K. You need to make sure they’re far enough away, or the second hit of
236K won’t connect. Or you can create the required spacing for 236K by adding
more attacks in your combo to push them further away before ending in 5H.
Remember to delay your 5H a bit so the opponent has a little time to be pushed
back before 236K connects.

6K Link

[2K > c.S > 6K > 2P/2K > 5H > 2D]

2P is easier but it has less range so it won’t connect in some cases where 2K would.
Feel free to visually confirm your spacing to decide which to use, or just opt for one
over the other for consistency's sake.

Jump Cancel Combos

[214K > 66c.S > 2H jc > j.S jc > j.S > j.H > 623H~H]

Notice that this combo starts the same way as the earlier Greed Sever Overhead
combo listed. Any time you have the opponent juggled in the air you can jump
cancel to earn a little extra damage, and still get a knockdown thanks to H Javelin’s
long untech time (The sjc stands for Super Jump Cancel).

Air-to-Air Confirming

[j.P > j.P > j.P jc > j.S > j.H > 623H~H]

When meeting the opponent in the air, you can relatively easily confirm repeated
j.P’s into a jump cancel (that’s the jc) to score a small combo into knockdown.
Throw RC Javelin Loop (50/25 Meter)

[Throw RC > 66c.S > 2H > 623H~H > 2K > c.S > 2H > 623H~H]

Use 2K on ABA and Ky, use 2P on everyone else. Make sure to dash as fast as
possible after inputting throw RC to ensure you have enough momentum to link the
second rep.

Impossible Dust

[j.S > c.S > 2H > 623H~H]

Impossible Dust explanation

6P Counter Hit Loop

[6P CH > 6H > 6H > 662P > c.S > 2H > 623H~H]

Corner

Impossible Dust

[j.S > c.S > 2H > 623H~S > 6H > 6K]

Impossible Dust explanation

Air Throw Wallbounce

[Air Throw > 2P > c.S > 2H > 623H~H]


Setup Notes

Okizeme is what we use to refer to attacking someone as they’re knocked down.


When ending a combo in 2D > 236D, you can just run after the projectile and use it
to cover the beginning of your next blockstring. You can set up a lot of throw baits
off this or just beat on their guard for meter. If you don’t have enough time or don’t
want to set up 236D, you can always just use 5K on their wakeup after 2D.

When a combo ends with 623H~H you’re left right next to the opponent as they’re
standing up. You can use this position to go for crossups with j.S, set up a j.D or
j.214D, throw j.236D, or just do regular okizeme with a 5K. You have a lot of
options, but be careful not to stand too close to the opponent since they can throw
you on wakeup.

You can use 222H (Lightning Strike) to add a bit of damage at the end of your
combo for a worse knockdown. It’s generally best used to close out rounds or to
FRC when you’re very close to the opponent for a combo.

What Next?

These will get you started, once you’ve got a handle on this and played some
matches you’ll eventually start picking up stronger variations of these combos and
start to apply your own setups and tricks to squeeze more damage out of hits.

Check out Airdash Academy if you want a more in-depth guide on fundamentals.

You can watch some footage of higher level players at keeponrock.in for ideas.

For a more comprehensive look at Ky and the game in general, see the Dustloop
Wiki.

You can also check out the +R Discord, specifically the Ky channel if you have any
further questions or need any advice!

Special Thanks

Sytha (@SythaXRD) for proofreading and assistance!

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