Guilty Gear XX: Ky Combos

:wtf:

umm… i was referring to Jons change from XX to reloaded…

uuuh, …:confused: … yeah.

Technically Sol would beat a good Ky player…but Ky is one of the character’s with the better odds of putting up a good fight against sol, so it would just depend on the players themselves…

Uhmm…not sure if anyone was actually looking for Ky combo’s, but i’ll post some up.

c.k, s.s, f.k, c.k, f.p, s.s, qcf.k, RC 2nd hit, dash in, c.p, s.s, jc, j.k, j.s, dj, j.s, j.hs, vapor thrust.

s.d,DJ, j.d, land, Sacred Edge, JC, j.k, j.s, dj, j.s, j.hs, vapor thrust.

No, he isnt…

agree with that too ky seeeems to be good against sol but in fact is not.
as for johnny sorry for the confusion.don’t get the #r,so…

as for combossrughi don’t remember wich ones i posted,but
f+p,s,f+k,s,f+k,s,sacred edge,frc,dash,k,s,f+k,s,slide
one easy combo:
f+p,s,f+p,hs,slide,qcf,qcf+rc(at the 2d hit,the sacred edge will go out faster and lock you close to the opponent),if you’re in the corner,add dash,k,s,vap trust or hs,greed saver.something like 200 damages without any effort…

prowess you told once that the f+k,s rush is punishable.are you sure of it? i never saw anyone able to break it and i know some strong opponents…
personnally i use it a lot to keep pressure that’s shitty for the opponnent.and i build my pressure from it(throw,greed saver,dust,duck attacks…)
and,well,do you often use the dust loop(i mean jump d,d,land,jump,d,d…) as meaty attacks?
i quote it seems to work a certain time but it’s punishable by someone who know it well…i’d like to use it more…:bluu:
the best use i get is to put an air d,jump to pass behind the opponent and then air hs,land…

Its punishable by IBing the string. But I dont recall saying anything about it being punishable. It is, but i never said anything about it.

Using two dusts is punishble, but if you start early, and double jump over, or double jump straight up or back its pretty safe. Once they realise you have a few options from the position they are alot less likely to try to do anything. You can train alot of people to just block it by using change ups. Then out of no where do j.d > dj.d >~ high low and they will have a wtf reaction. This is also good in the corner switching between a second dust and jumpin back into a frc projectile to pin them. There are a few chracters who can punish the jumpin dust with minimal effort though, so make sure you know you opponent.

But as with anything with Ky, all set ups are guesses and pending. You overuse anything and you die. Nothing he has is abusable… nothing.

you told about it in the thread called "fuck you bogard"according to my memory.lol.

ok.you can double jump after 2 air dusts?:eek: i was pretty sure it’was possible but i never suceed.woah!you must be fucking good!!!

as for the f+k,s well i suppose that yeah it’s punishable by iB but as i generally use a cse frc before any combo to cover myself… even if i don’t ,well i suppose that iB is hard to master.

in the corner i very like cse,frc,jump d,d,land,cse,frc then continue or do anything else,the opponent finish crazy!!!:lol:

i’d like to get jumping stun edge,air dash forward to start pressure but actually i can not do it…some more practice hours required…

oh and well a new idea i just get could it be possible to break a combo with fd like with iB(i mean if you fd on a combo is it possible to break the gatling?i suppose that yes,but…

soooo many practice is required to get a good kysighmore than that i mess of experience as i don’t know enough gg players…i’d like to make tounaments since i saw the level of “good” players by vids,i thought they were better.but i mess of experience against too many kind of char…

Hmm. I think you are misunderstanding some of what I am saying. I apologise, that I probably my fault cause I dont like explaining things in detail-- Im lazy.

PM me and give me your screen name. I will try to answer some of your questions a little better. I also have some matches for you to study.

leater.

Okay, fti/ky-master, this was originally ganna be in PMs but it was too long. So I am posting it here.

wahouh!!!
mmm ok,thanks,man!!!

quote:The best thing to do with ky is learn to play the problem characters for him, so you know exactly what they tipically do and think when you are playing against them. That way you can exploit them. This is also very vital to playing Ky.

do you mean i have to study each char? the problem is that i don’t know too much strong opponents and that will be hard.(cp isn’t a good idea i guess…)however i lastely work what combos worked with what chars cause some of them are a real problem(anji,grrrrmbl)

as for creativity yep i think that generally i use the f+k,s loop but with a lot of variations to surprise my opponent(i mean with a lot of high/low/throw).but as for the f+hs,it’s true i don’t use it a lot.ok,i’ll try:)

you really use the air d so much?i never saw anyone use it a lot…
but, well yeah i’m pretty sure it’s very efficient (exept small char and of course sol)i try to use it a lot but very often i’m punished for that i suppose i don’t use it as it have to exept for meaty attacks.
and well i’m more agressive than other players i saw on vids.i think ky can build a nice pressure at least not infinite of course but really nice…

and,yep,thanks a lot:)

Actually it works just as well against May as it does against larger characters. I wouldnt say I use it alot, but it is important. I dont abuse anything he has, because once it becomes predictable its useless. I use dust so much because there is a whole list of new options it gives you just by adding it to the mix up. Where-as most people just use 236+hs to pressure on wake up. I make you split your attention to detail by forcing you to deal with at least 4 or 5 different situations at any given time on wake up, all of which branch off into countless other guesses. And the majority of which are 90% safe for Ky. Even if you guess wrong, executed properly you still maintain offensive mommentum and the only ground you lost was the fact that “they actually managed to block it”. Which is no biggie, cause then you just go into a block string mixup to make them keep guessing… over and over and over and over(especially once you have level). And as soon as they fall-- rape them. If they run, laugh at thier silly asses for making your job easier. Zone the shit out of them and build meter untill they get a clue.

anyways…

later.

ok mmm i seemed to have some problem with air d against a crouching zappa.but i really trust you…air d is hard to master (it’s a shame it disappears if you’re hit)

a clue,heh!:bluu: understood…
it’s true that ky can make big damages if the guard meter is full!

and well it was nice from you to propose to send some vids…

ok,later,dude…:slight_smile:
dunk!

Ah, a thread that discusses one of my favorite topics in GGXX, Ky’s combos. One of my favorite combos that requires no tension is [dash] f+P,H,f+K,S(close),H -> qcf+K. This combo does some pretty solid damage but it doesn’t work on smaller characters like chipp and millia (those hoes!!). Another combo that I use a lot is crouch D, qcf,qcf+P, [dash] S, JC.S,P,P, DJ.S,H,vapor thrust. If it’s any combo that’s worth spending 50% tension, it’s this one.

As for the sol vs ky issue, sol would win only because of his sheer priority. What i don’t understand is why the match is not evenly balanced. In just about all fighting games, the two rival characters are almost always balanced; ryu vs ken is balanced, kyo vs iori is balanced, but why is sol vs ky NOT balanced? It doesn’t make sense.

Guilty gear xx SOL combos

damn if I actually knew the name of the move:

it’s df+k(hold) + tyrant rave overdrive.

I have a few more it’s just…i suck at explaining.

Its not nearly balanced. Sol out prioritizes Ky on everything. Ky’s wake up game doesnt work at all against Sol. His poke game is also nullified. Sols damage potential utterly and completely towers over not only Ky, but the majority of the GGXX cast.

I didnt play Sol long enough to be able to explain this with as much detail as was argued to me when I thought the same thing as you (when I first started). While they may seem like the generic bad vs evil characters in a fighting game, Ky does not counter Sol at all. In fact Sol covers almost every aspect of Ky’s game and beats him at it. The most obvious and blunt difference in thier effectiveness being that Sol has a dust loop that can be executed anywhere, off of all his specials and rape you for 70%+ life bar.

Ky in ggxx #reload got a number of changes that only remedied a small amount of his weaknesses (from what i’ve read). In ggxx#r Ky has a vapor thrust loop which is probably his only other option for racking up high damage aside from the S©,f+K semi-loop. It’s probably his answer to Sol’s dust loop. But even with these additions, it still doesn’t seem to balance out his matchup against Sol, sadly enough.

welcome h-f blade!!!:slight_smile:
yep sol dust loop is a nosense thing you’re really rapped like told prowess for a little mistake you lose sooooo much life…
sol is enough abused without that!!!
i played sol a lot when i started but now i hate him:mad:
i don’t understand a guy like daigo play him… more than that it’s ennoying to play sol i think…where’s the intrest…exept to win.
a friend is a johnny player i beated at 35-0 after that he took sol 3 times and beated me…and he’s scrubby with sol.
sol=:lame:

These combos work on all crouching oppoenents except for Axl Low, Dizzy, May, and Johnny (I have to recheck my list)

  1. ->P, HS, -> kick, Slash, -> Kick, Slash, -> Kick, c. kick, c. slash, stun dipper (204 hit points or 50% on almost every character)

  2. do the same combo as above but do c. dust (instead of stun dipper), stun edge/ sacred edge (whether or not you use the super this combo does more damage than the first)

NOTE: this combo will not work on characters that fall fast like Axl, Sol, and Ky.

  1. Throw, RC, s. slash, JC, slash, p, slash, JC, Slash, HS, hs-Vapor Thrust

I have some other combos thatpretty damaging for not-so-combo-friendly characters such as may, I-no, and Axl but I can’tconfigure them off the top of my head:

For all standing characters

->p, s. HS, ->Kick, slash, HS, Stun Dipper/ Sacred Edge, run, c. slash, Stun Dipper.

-> P, s. HS, Greed Sever, Slash (i think), JC, slash, p, slash, jc, slash, HS, Vapor Thrust

On Faust:

-> P, HS, c. Dust, JC, kick, slash, punch, slash, JC, slash, HS, Vapor thrust,

On Potemkin:

c. Dust, JC, Slash, HS, Vapor thrust/ Ride the Lightning (I think)

Cool stuff:

after knocking opponent down in the corner and you have enough time to run a bit before attacking them on the ground:

s. short, slash, ->, slash, c. slash, (you can add stun dipper but I think that only works on johnny)

I’ll post more stuff later…I currently trying to find combos with his air dust since it does a lot of damage and I came up with this:

s. dust, JC, slash, punch, Dust, air dash forward, dust, run, ->P, slash, JC, slash, p, slash, JC, slash, HS, Vapor thrust.

It’s not always reliable but it’s pretty cool.

Oh heres one that just came to my mind I"m not if it works but I’m going to try it at ASAP:

on aerial opponenets:

Blue Canceled 3-hit stun edge, air dust, -> punch, slash, JC…I think you know the rest…

mmm are you sure it works? i tried a lot of things like that before but it never connects…i mean air dust,air dash,air dust i never succed to get something like that…

as for the combo n 3 i very like it but i prefer throw,rc,hs,qcb+k,k,s,jc,k,s,jc,s,hs,vap thrust(this last hit doesn’t always pass so i often throw a fireball to get a recovery and suck my opponent with the fireball)

a dust combo that should works even if usefull
dust,jc,hs,dust,s,jc,s,hs,vap thrust(hs),rc,qcf+hs,vap thrust(hs)
i didn’t worked it seriously but the air fireball pass so the dp should pass too.i know it’s not very usefull to spend a rc for that but i think it’s stylish…maybe it’s just me.
quote that this dust combo(i mean before the rc) works on every char even if it’s harder with jam and bridget and damages are decent for ky…

EDIT:finally forget about the rc of this dust combo it sucks too much…get it 1/40 times…

Cool Sneak attacks

  1. Cross over Greed Sever

This is extremely cool because no one anticipates it and it is pretty wicked to block. They’ll have to block both high and in the opposite direction plus they’ll have to tell that it’s going to be a cross over (which isn’t always easy). If you can master this and use it a number of times you can then mix up whether or not it will come as a cross over or not, however this is obviously not easy.

The distance required to get this to work differs for every character:

Potemkin if you just stand right next to him you can get it without a problem this slightly also applies to Faust.

Anji: run up a bit, -> P, slight pause, Greed sever

Chipp: at point blank do s. short, greed sever (immediately, if you do it fast enough after s. short the cross over may not come out.

Ky, Sol, Axl, and Eddie: point blank late air dust, greed sever (if the air dust hits (which is unlikely) it will combo.

You can also get it to cross over without poking into it. you can either run in (but the farther you run the sooner you’ll have to execute since the run has a momentum effect on attacks that are immediately done afterwards).

Running in with a False Canceled |->+HS is a safer option.

An easier way would be to, after knocking down the opponent (execept in the corner) walk a bit and execute greed sever a frame before they finish their wake up animation. For some reason I can’t seem to get the greed sever to cross over and hit the moment they wake up.

  1. The Throw

Here are some quick unexpected ways to get that throw in:

->P, s. S, -> K, c.K, Stun dipper (False roman) throw
-> Punch, slight pause, throw
air short (cross over or not) throw

MIX UPS

  1. air kick, air slash, JC cross over air kick, air slash

  2. air kick, air slash, JC, land, throw/Super/VT

  3. knock down, jump, air dust, JC, cross over HS

  4. knock down, jump, air dust, cross over, land, throw/ Super/ VT

  5. cross over air kick

whether he is facing the opponent or not this attack will croos over fair ewasily on most characters.

if you’ve knocked the opponent down from a distance air dash forward and execute air kick over their shoulder. If close do it with a normal jump forward into a late air kick. if you’ve knocked the opponent somewhat but not too far run forward a bit and then jump up (momentum will make move forward slightly) then do a late air kick.

a more unexpected way to get this cross over in is when you’ve knocked your opponent way into the corner (well almost…about a pixel or so away)do the air dash and air kick the moment you reach the end of the screen.

One of the things that makes this motive useful are the rewarding combos that are possible after doing this starting with s. kick, s. Slash (I know that already sucks but you can do his crazy links with -> Kick afterwards) Not bad.

  1. cross over stun dipper

Yet again, another unexpected crossover. the cross over animation occurs during the end of the second hit when Ky brings his sword back. The only use for it that I’ve found it so for is as an odd anti-air. That is, executing it in such a way that when they land or before they land the second hit makes contact. You’ll have to do this from a distance from the aerial opponent in order to get this in. if they are jkumping right at you, you can dash back before doing it. But you’ll have to be damn near quick or anticipating in advance.

It would be nice if this could done in wake up games but when the opponent is down the slide pushes them instead of going over and behind them.

  1. Air Dust infinite (Sorta)

I always wished I could do some nasty Sol air dust shit with ky but it impossible to figure out…sorta…

In the corner:

do a meaty c. dust (in anticipation that they want to throw), cancel into s. VT , RC, air dust twice, jump air dust 2x, repeat X number of times and end with s. slash/->P, S. Slash, JC, S,P,S, JC, S, HS, VT.

This sounds like it would be the shit but kys air dust doesn’t do as much stun as Sols so they can tech out of it easily. However, who the hell is going to expect this shit? This is one of those set ups that should be used once every 10 matches, then again I think this goes for all of Kys set ups.

I ain’t proof reading this even though I know I’ll be annoyed by all the typos and grammatical errors I made when I read this again some day.

wow, this has been around for more than a year

GO Ky VS Sol thread!!! :D:p:D :slight_smile: :lol: