GGACR/Kliff Undersn/Combos

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< GGACR‎ | Kliff Undersn
Revision as of 15:00, 21 January 2020 by DQRF (talk | contribs) (→‎Full Charge {{clr|4|6H}}: Fixing rolled back combo table)
Combo Notation Guide Character Name Abbreviations
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:236+GGD.png becomes 236D.
> = Proceed from the previous move to the following move.
, = Link the previous move into the following move.
-> = Cancel the previous special into a follow-up special.
= After landing.
j = Jump
sj = Super Jump
IAD = Instant Air Dash
CH = Counter Hit
(JC) = Jump Cancel
(SJC) = Super Jump Cancel
(JI) = Jump Install
(RC) = Roman Cancel
(FRC) = Force Roman Cancel
[ ] = Hold input.
(X) = X is optional.
(N) = Attack must deal N amount of hits.
[???] xN = Repeat ??? N amount of times.
[X] or [Y] = Perform series of actions X or Y.
AB = A.B.A
AN = Anji
AX = Axl
BA = Baiken
Br = Bridget
CH = Chipp
DI = Dizzy
ED = Eddie
FA = Faust
IN = I-No
JA = Jam
JO = Johnny
JU = Justice
KL = Kliff
KY = Ky
MA = May
MI = Millia
PO = Potemkin
RO = Robo-Ky
SL = Slayer
SO = Sol
HOS = Order Sol
VE = Venom
ZA = Zappa


Combo List

Note: This page is currently under construction!

Essentials:

  • Reminder: [x] means full charge, {x} means partial charge.
  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
  • Entries listed in yellow are optional or situational.
Basic Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
(5P/2P/2K) > c.S > 2D > Taunt any 73 ?? all Very Easy Simple midscreen combo that sets up Taunt oki
(5P/2P/2K) > c.S > 5H/2H > 214S ▷ (dash 2S 236S) any 158 ?? all Easy Universal corner carry combo. Worse oki than above combo
(5P/2P/2K) > c.S > (5H/2H) > 214S ▷ dash 2S > 236S FRC > (dash whiff 214K) > dash 5K > c.S > Taunt midscreen - corner 168 ??-25 all Easy Corner carry with meter for Taunt oki. Use 214K when far enough that it will whiff and give Kliff time to link 5K
f.S > 2H > (2D) any 75 ?? all Very Easy Combo damage from max range f.S poke. Confirm that you're close enough for KD if you go for 2D
(f.S) > 2H 236236h any 151 ??-50 all Very Easy Super confirm from (f.S) 2H at max range. Pushes them back to the wall
(IAD j.k > j.s) > j.h (launch) ▷ dash j.k > j.s > dj.h > j.41236s - ender any ~180 ?? all Easy common followup to an IAD mixup or random launched j.H link
Corner Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
(c.S/f.S) > 5H > 214S , 2S > 236S anywhere 169 ?? all Very Easy Easy-peasy corner combo for decent damage
j.D ▷ dash j.K > j.S > dj.H > j.41236S ▷ (dash) 2S 236S near corner 187 ?? all Easy meterless, moderate damage punish and j.D followup. Good to note if you score a hit
6H > 214S, dash 2S > 236S anywhere 175 ?? all Very Easy good meterless followup if you manage to hit with a raw 6H, or can't score anything better post-dizzy
j.41236S2S > 236S FRC > IAD j.H ▷ dash j.K > j.S > dj.H > j.41236S > Ender near corner 215 -25 all Easy Good damage combo out of a quick overhead for only 25% meter. Opting to end with the j.41236S gives you a safejump setup
j.41236S2S > 236S FRC > IAD ▷ dash 5K > 6{P} > 236S FRC > 6[H] > 214K ▷ Ender (usually 2S 236S) near corner ~270 -50 FA, ED, JA, VE, TE, KL, JU Medium Good damage combo out of a quick overhead for only 25% meter. Opting to end with the j.41236S gives you a safejump setup

Enders

Multiple ways to end combos marked "enders" (usually with a pickup of OTG 2S) . These vary in utility, to damage, corner carry, oki, etc.

From Post 214s/j.41236s/236236h corner knockdowns:
Enders and setups.
Combo + Setup Position Damage Tension Gain Works on: Difficulty Notes Video
2S > 236S, dash 236p (meaty) any base ?? All Very Easy The most basic oki setup. Meaty 236P has an absurd number of active frames and they're all plus
2S > 236S FRC > dash 5K > slight delay c.S > Taunt (meaty) any base ?? All Very Easy Strong projectile oki setup. The kana/letters from the taunt will bounce in succession and cause staggered blockstun if you space it far enough. Lets you set up a fuzzy or some other kind of mixup. Make sure to cancel the Taunt into FD or another move to cut its recovery short
2S > 236S, dash jump forward, falling j.H taunt (meaty) any base ?? All Very Easy Jumping oki setup. Note that without an FRC, you cannot score a safejump. May not be respected if the opponent has a reversal.
2S > 236S FRC, > (j.41236S)
dash jump forward, falling j.S/H taunt (meaty)
any base ?? All Very Easy
Medium
Safejump setup. Very useful for baiting a reversal or setting up a fuzzy
2S > 236S FRC > IAD j.Dc.S > Taunt (meaty) any base -25 All Very Easy One of the most damaging meaty Taunt oki setups.
2S > 236S > 2S > 236236H (max damage) any base -50 All Easy Scores high damage due to Reflex Roar's high base value. Doesn't score as much time for oki, but still can based on height due to wallstick
2S > 236236H > 2S > 236S (max damage) any base -50 All Easy Similar to above. Means of converting off of Super.
2S > (236S FRC > 2{H} ) x N any base -25 x N All Easy 2{H} Loop. Adds a good amount of damage and is pretty burst safe if spaced properly.
dash jump falling deep j.s (meaty, sets up fuzzy) any base -25 x N All Easy 2{H} Loop. Adds a good amount of damage and is pretty burst safe if spaced properly.


Full Charge 6H

Kliff's fully charged 6H does an obscene 200 damage. It's very possible to combo into this starting from outside of the corner, but doing so requires some awareness and generally tight timing. Some examples are provided below, before the corner punish combos:

6[H] Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
IAD j.K > j.S > j.H (launch) ▷ dash 5K > 6{P} > 236S FRC > 6[H] > Ender ~60% of the way to the corner. ~270 -25 Most non lightweights, TBD Hard High damage midscreen conversion link
Corner Ver. IAD j.K > j.S > j.H (launch) ▷ dash 5K > 6{P} > 236S FRC > 6[H] > Ender Near Corner ~280 -25 AN, ED, FA, JA, JU, VE, TE Medium High damage corner conversion which is character specific
IAD j.K > j.S > j.H (launch) ▷ IAD j.K > j.S > j.H ▷ dash 5K > 6{P} > 236S FRC > 6[H] > Ender At least halfway to the corner ~270 -25 Most non lightweights, TBD Hard Simliar damage to above, but works from farther away from the corner link
IAD j.K > j.S > j.H (no launch) ▷ 5K > 8j.S > j.H > j.236D, airdash > falling j.H > dash 5K > 6{P} > 236S FRC > 6[H] > Ender midscreen ~270 -50 Most non lightweights, TBD Hard High damage midscreen conversion link
j.41236S ▷ dash 2S > (5H) > 236P FRC > dash 6{P} > 236S FRC > 6[H] > Ender near corner ~265 -50 All (RK, AB, PO require 5H after the 2S) Hard High damage tk. Plummet conversion.
j.D ▷ (dash c.S), delay 2S (5H) > 236P FRC > dash 6{P} > 236S FRC > 6[H] > Ender near corner ~275 -50 All (RK, AB, PO require 5H after the 2S) Hard Similar to above, high damage conversion off of corner j.D. Does not require dash c.S against SO, OR, (TBD)
Corner Ver. IAD j.K > j.S > j.H (no launch) ▷ dash c.S > delay OTG 2S > 236P FRC > 6H > delay 214K > Ender midscreen ~260 -50 Most non lightweights, TBD Medium-
Very Hard
Higher cost, more universal, high damage corner conversion


Punish Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
6P/6{P}/6[P] > 236S, dash 5K > c.S > delay 2S > 236S (> tk.214S) Corner 183(202) ?? All except PO, RO, AB Medium High damage meterless corner combo with a good amount of time for oki. The tk.214S is useful, but not necessary.
Uncharged 6P > 236S will connect against most midweights (TBD)
6{P} > 236S, dash 5K > 6{P} > 236S FRC > 6[H], 214K ▷ ender (usually 2S 236S). Corner ~350 ?? FA, ED, JA, VE, TE, KL, JU Medium Easier high damage, character specific, corner punish combo
(j.D) > 5K > 6{P} > 236S FRC > [6H], 214k ▷ Ender corner ~340 ?? FA, ED, JA, VE, KL, JU Medium Easier variation of above
6{P} > 236S, dash 5K > 6{P} > 236S FRC > 6[H] > 214k ▷ Ender corner ~300 -25 all Very Hard Varies in difficulty based on weight class. Lightweights are the easiest on. Midweights are very difficult, and the 236S must be FRC'd on the first frame and immediately buffered into 6[H]
6{H} 236S FRC IAD j.H ▷ dash j.K j.S (dj.S j.H / dj.H) j.41236S - Ender. near corner ~260 -25 all Medium Only works if the opponent doesn't shake out of 6{H} stagger fast enough, but the FRC will at least keep you safe otherwise
6{P} > 236S FRC > 6[H] > (delay) 236S FRC > (dash) 6[H] > (delay) 214K ▷ Ender Corner ~430 -50 all except PO, AN, SL, TE, RO) Very Hard/
Hard
Hail Mary ToD combo from an FB Chop setup. The first 6[H] has a two frame window between it and the FRC.
The second 236S must be delayed against SO, MA, CH, FA, JA, SL, AB, OR, KL, JU & TBD. The 214K must be delayed against MA, TBD
link
5K Ver
6{P} > 236S FRC > 6[H] > (delay) 214K ▷ Ender corner ~400 -25 MI, BA, IN Hard These three are too light for another 236S out of 6[H]. Delay the 214K as long as possible, otherwise they'll be able to tech out

Old Forum Combo Transcriptions

Combos

   - 2K c.S 2D taunt
   - <corner> 2K c.S 214S dash 2S 236S FRC dash 5K c.S taunt
   - <corner> Throw/Airthrow (dash) 2s 236s FRC dash 214p~d (will dizzy most of the cast)
   - <corner> Throw/Airthrow 2S 236S FRC IAD j.H |> dash j.K j.S (j.S) dj.H j.41236s - ender
   - 5d j.S j.H Homing jump (delay) j.S j.H j.41236s - ender
   - (dash forward, blocked deep j.S) dj.K j.S j.H |> dash j.K j.S dj.H j.41236s - ender (combo from fuzzy guard)
   - j.|> j.S j.H j.236D |> (dash) 5P/5K c.S taunt
   - 2D 236P FRC IAD j.S j.H j.S j.236D j.41236S
   - (f.S) 2H 236236H


Post-Dizzy combos

   - <Corner> {6H} 236S FRC IAD j.H |> dash j.K j.S (dj.S j.H / dj.H) j.41236S - ender. ~260 damage
   - <Corner> [6P] 236S dash 5K {6P} 236S FRC [6H] 214k - ender (usually 2S 236S).  ~300 damage (Works on Faust, Eddie, Jam, Venom, Kliff, Justice)
   - <Corner> 5K {6P} 236S FRC [6H] >     (Works on Anji, Testament, Slayer, Order Sol, TBD) 
           -214K |> 2S 236S/ender ~280 damage. 
           -(delay) 236S  FRC [6H] 214K |> 2S 236S/ender. ~380 damage (Delay necessary against Testament, Slayer, Order Sol, TBD) 
   - <Corner> [6P] 236S FRC [6H] (delay) 236S FRC (dash) [6H] ~400 damage. (Works against everybody except Pot, Anji, Slayer, Testament, Robo)
           (The second 236S must be delayed against Sol, May, Chipp, Faust, Jam, Slayer, ABA, Order Sol, Kliff, Justice, TBD)
           (214K must be delayed against May, TBD)
   - <Corner> [6P] 236S FRC [6H] (delay) 214K FRC |> 2S 236S/ender ~400 damage (variation on Millia, Baiken, Ino)
   - {6H} 214S 2S 236S

Mid-screen:

Normal Starters

   - 2p 2k c.s 2d taunt
   - 2k c.s 2d 236p FRC IAD j.s j.h j.214s?
   - f.s 2h
   - 2h 236236h
   - 2h 2d
   - 2h CH 236p
   - IAD j.k j.s j.h dash j.k j.s dj.h j.41236s - ender (also works when doing airdash mixup - j.s j.h starter)
   - j.h (launch, far) j.s j.h j.214s?
   - j.h (launch, far) j.s j.h j.236d x N
   - 5h CH (air hit) 2s 236s/5h
   - (...) 236236h 214k (whiff)


Throw Starters

   - Throw dash 2s 5h (sets up mixup)
   - Throw dash 2s 5h 623h (max damage, meterless)
   - Throw dash 2s 5h 236236h (max damage, 50%)
   - Throw dash 2s 236s (fullscreen blowback, not recommended against characters that you lose to in neutral)
   - Throw dash 2s 236s 6frc6 214k dash 5k sj.h j.41236s (usually corner carries, character specific) http://www.youtube.com/watch?v=z19Ha1tnZ8&t=16m13s 


Special Starters

   - 236p CH 2d


Force Break Starters

   - j.236d 2s 5h
   - j.236d 2s 236s


Overdrive Starters

   -236236h frc 214k whiff - ender
   -632146h 2s xN (Potemkin, Roboky)


Near-Corner:

Corner carry stuff

   - (...) 236236h FRC 214k
   - (...) 236236h FRC 214k (whiff) - ender
   - (...) 2s 236s FRC 214k
   - (...) 2s 236s FRC 214k (whiff) - ender


Corner:

Normal Starters

   - 2k c.s 2d taunt
   - 2k c.s 214s - ender
   - (...) 236236h - ender


Throw Starters

   - Throw - ender
   - Throw 2s 236s FRC IAD j.h land dash j.k j.s dj.h j.41236s - ender
   - Throw 2s 236s FRC dash 214p~d


Special Starters

   - 214s/j.214s 2s 236s FRC IAD j.h land dash j.k j.s dj.h j.41236s - ender (character specific, works on Sol, more tbd)
   - 214s/j.214s - ender
   - 236s FRC IAD j.h land dash j.k j.s dj.h j.41236s - ender
   - 236s 236236h?


Force Break Starters

   -


Overdrive Starters

   - 236236h - ender

Combo Theory

Video Examples

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