GGST/Johnny/Combos

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< GGST‎ | Johnny
Revision as of 09:21, 17 October 2023 by Gamedefier (talk | contribs) (→‎{{clr|K|K}} Starters: This section requires tons of redundant combo culling, removal of Neta routes, and proper notation. Will come back to edit this further later.)



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Notation

- MFC is shorthand for Mist Finer (214[P]/[K]/[S]) stance cancel (H/D). It's generally recommended that you Mist Finer cancel using 214XD, since input buffering may read 214XH as Ensenga (214H).


Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Combo List

  • All damage values are tested on  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 list is focused on most practical examples, not every single option that exists.
  • The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).

P Starters

5P/2P
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5P/2P > 6P > 214S Anywhere 63 (60 for 2P) All [1] Very Easy Tension Gain: 12
Quick HKD from abare. Skip the 6P if further away from the opponent. 6P can also be replaced with an extra 5P/2P for less damage in exchange for an easier confirm that also works from max 5P/2P range on counter hit.
1.29
5P/2P > 214S > 66RRC, c.S > dc, c.S > 2H > 214[S]66]S[ Anywhere 113 (110 for 2P) All [3] Medium Tension Gain: 11 (-50)
Combo extension using 50% tension. Replace 214[S]66]S[ with 214[P]66]P[, 214S to wall stick when approaching the corner.
1.29
CH 5P/2P > 6K > 214[S]66]S[ Anywhere 63 (60 for 2P) All [2] Easy Tension Gain: 16
Counter hit combo that works even at max range.
1.29
CH 5P/2P, c.S > 2H > 214[P]66]P[, f.S > 214K Anywhere 109 (106 for 2P) All [3] Medium Tension Gain: 27
Close range counter hit combo. Will wall stick if the opponent reaches the corner.
1.29
CH 5P/2P > 6K > 236D > c.S, [6]c.S > 2H > 214[S]66]S[ Anywhere 93 (90 for 2P) All [3] Medium Tension Gain: 31
Counter hit combo using 50% Burst. Can replace 6K with c.S > 2H at close range. Requires walking after the first c.S to guarantee the second c.S on the whole cast. Will wall stick if the opponent reaches the corner.
1.29
5P/2P > 214K, f.S > 2H > 214[K]66]K[, WS 5[D] Corner 134 (131 for 2P) All [4] Hard Tension Gain: 26
Requires a bufferable 1-frame link between 214K and f.S. Fortunately more lenient on some characters. A perfectly executed alternate ender... 2H > MFC, f.S > 214K, 214K[K]66]K[ will allow 2 additional damage at the cost of your sanity.
1.29
5P/2P > 214S > 66RRC, 5[D], c.S > 6H > MFC, 2K > 6K > 214K, WS 5[D] Corner 174 (171 for 2P) All [4] Hard Tension Gain: 12 (-50)
Corner combo extended with 50% tension.
1.29
6P
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6P > 214S Anywhere 61 All [1] Very Easy Tension Gain: 10
Replace 214S with 214K if the combo started beyond 6P's normal range (like when counter-poking) or if it hit as an anti-air.
1.29
6P > 236D > c.S > 2H > 236HH Anywhere 105 All [2] Easy Tension Gain: 22
Combo extension using 50% Burst. Will wall stick if the opponent reaches the corner.
1.29
AA CH 6P > 214[P]66]P[, f.S > 214K Anywhere 98 All [2] Easy Tension Gain: 20
Anti-air counter hit 6P combo.
1.29

K Starters

5K/2K
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5K/2K > 2D > 214S Anywhere 83 (65 for 2K) All [1] Very Easy Tension Gain: 14
Basic combo that works even from max range. Deals extra damage in exchange for weaker oki than just cancelling into Deal, either point blank c.S oki or long range f.S card oki.
1.29
5K/2K > 214P, f.S > 214K Anywhere 91 (72 for 2K) All [2] Easy Tension Gain: 19
Close range 5K combo. 5K can be dash-kara canceled to extend the range at which this combo works.
1.29
5K > 6K > 214[P]66]P[, f.S > 214K Anywhere 105 All [3] Medium Tension Gain: 24
Universal 5K crouch confirm and counter hit combo.
1.29
5K > 6K > 214[P]66]P[, 5K > 6K > 214S Anywhere 112 All, except May, Axl, Zato, Jack-o, and Baiken [3] Medium Tension Gain: 27
Character specific 5K crouch confirm and counter hit combo. The second 6K can be replaced with 6H > 214K to wall stick when approaching the corner.
1.29
5K > 2D > 214S > 66RRC, 5[D], 5K > dc, 2K > 6K > 214S Anywhere 150 All [3] Medium Tension Gain: 16 (-50)
Combo extended with 50% tension.
1.29
5K > 2D > 214S > 66RRC, 5[D], c.S > dc, c.S > 6H > 214H, WS! 5[D] Corner 211 All [3] Medium Tension Gain: 17 (-50)
Corner combo extended with 50% tension.
1.29
6K
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6K > 214[P]66]P[, 5K > 6K > 214[S]66]S[ Anywhere 102 All [3] Medium Tension Gain: 27
Max range 6K combo.
Link 1.29
6K > 214P, 5K > 6H > MFC, 2K > 6K > 214S, WS 6H Corner 169 All [3] Medium Tension Gain: 35
Max range 6K corner combo.
Link 151864
(PC)
1.29
6K > 214[P]66]P[, 5K > 6H > 214[K]66]K[, f.S > MFC, WS 6H Midscreen 163 All but May [5] Very Hard Tension Gain: 33
Must be close enough to the wall for 6H to wallbounce. 5K drops on May.
1.29
CH 6K > c.S > dc, c.S > 2H > 214[P]66]P[, c.S > 6H > MFC, WS 6H Midscreen 200 All [3] Medium Tension Gain: 42
Works from roundstart and a little bit farther away from the wall. If closer to the wall, the opponent will wall stick right before the first 6H.
Link 1.29
CH 6K > c.S > dc, c.S > 6H > 214[K]66]K[, OTG 5K > 6H > MFC > 6H Midscreen 201 All [3] Medium Link 157819
(PC)
1.29
CH 6K > 214K, OTG 6H > 214P, 5K > 6K > MFC > 6H Corner 167 Testing [4] Hard Link 1.29
CH 6K > c.S > dc, c.S > 2H > 214[P]66]P[ > c.S > 6H Corner 192 Testing [3] Medium Link 1.29
CH 6K > 214S, c.S > 6H > 214K, OTG 5H > 214K > microwalk > 6H Corner 194 testing [4] Hard Combo that requires good timing and spacing. The 5H is very tight. Requires a microwalk after Wallsplat or the 6H will whiff. Link 1.29
CH 6K > 214S, c.S > 6H > MFC > 5K > 6H > 214H > 6H Corner 203 testing [3] Medium Link 1.29
CH 6K > MFC > dl c.S > 6H > MFC > c.S > 6H > 214H > 6H Corner 209 All [4] Hard Optimal meterless CH 6K corner combo. The first c.S should be hit just as the opponent starts to fall back down after 6K. Link 157818
(PC)
1.29

Slash Starters

c.S
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > 2H > 214[P]66]P[, c.S > dc, c.S > 2H > 214[S]66]S[ Anywhere 163 All [3] Medium Tension Gain: 36
Point blank range c.S confirm that has massive corner carry and leads into HKD. Replace 2H with 6H when reaching the corner for better damage.
video video 1.29
c.S > 2H > 214[P]66]P[, c.S > 6K > delay 236D, c.S > 2H > 214[K]66]K[, WS! 214[K]66]K[ Anywhere 191 All [4] Hard Tension Gain: 46
High tension gain fullscreen wallbreak, will work anywhere but will wall stick sooner depending on starting position.
video 1.29
c.S > 2H > 214H, 5K > 6H > 214H, WS! 5[D] Corner 203 All [2] Easy Tension Gain: 34
Basic corner combo.
video 1.29
c.S > 2H > MFC, 5K > 6H > MFC, 2K > 6K > 214S, WS! 5[D] Corner 214 All [4] Hard Tension Gain: 37
Max damage corner combo.
147444
(PC)
1.29
c.S > 2H > MFC, 5K > 6H > 236HH, c.S > 6H > MFC, WS! 5[D] Round-start 223 All [4] Hard Tension Gain: 39
Mid screen Mist Finer Cancel corner combo. Highly dependent on starting range.
video 8768
(PC)
1.29
f.S
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
f.S > 5H > 214K Anywhere 89 All [2] Easy Essentially the only option from max range normal hit f.S without any meter. 1.29
CH f.S > 5H > 214[S]66]S[ Anywhere 89 (92 on ch) All [3] Medium Max range CH confirm and crouch confirm, gives HKD for card. 1.29
f.S > 5H > 236D > 2H > 214[P]66]P[ > 5K > 6K > 214S Anywhere 124 testing [3] Medium If done at roundstart, the 6K will wallsplat. Break wall with 6H for 161 damage. 1.29
f.S > 236D > c.S > 2H > 214[P]66]P[ > 5K > 6H > MFC > 6H Roundstart 155 testing [3] Medium This option at round start deals more damage and gives less time for the opponent to burst on reaction than the previous one, but only works at roundstart and closer to the wall. 1.29
f.S > 214K > f.S/2S > (optional) 5H > 236236S Corner 177/175 (No 5H does 166/164) testing [3] Medium 50% meter cash out on stay f.S hit. f.S vs 2S is purely based on range and the 5H will whiff if too far 1.29
f.S > 5H > 236D > 2H > 214[P]66]P[ > c.S > ws (optional) MFC > 6H Corner 161 testing [3] Medium Optimal f.S starter with no tension use. MFC at the end is for tension gain and is optional. 1.29
CH f.S > 2H > 236H~H > c.S > 6H > 214S whiff > Turn Up Hit > 6H > MFC > 6H Roundstart 183 testing [3] Medium Meterless CH f.S roundstart option if for if you struggle with Mist Finer Cancels. 1.29
CH f.S > 2H > 236H~H > c.S > 6H > MFC > 5K > 6H > MFC > 6H Roundstart 186 testing [4] Hard Optimal roundstart CH f.S starter. 1.29
CH f.S > 236[D] > c.S > 5[D] > c.S > 6H > 214H > ws (optional) MFC > 6H Corner 202 testing [3] Medium Optimal CH f.S in the corner to make the route burst safe. 1.29
CH f.S > 236[D] > jc j.SHD > jc j.SH > j.236H > c.S > 2H > 214[P]66]P[ > 6H Corner to Corner 189 testing [3] Medium Easier option as a corner to corner combo that is all autotimed for only 2 less damage. 1.29
CH f.S > 236[D] > jc j.SHD > jc j.SH dl. j.D > j.236H > 2K > ws (optional) MFC > 6H Corner to Corner 191 testing [4] Hard Highest damage corner to corner combo with no tension off of CH f.S. The second j.D must be delayed long enough that you'll be close enough to the wall to connect the j.236H. 1.29
2S
Combo Position Damage Works on Difficulty Notes Video Recipe Ver

Heavy Slash Starters

5H (empty)
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2H (empty)
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6H (empty)
Combo Position Damage Works on Difficulty Notes Video Recipe Ver

Dust Starters

2D (empty)
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5D (empty)
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D]
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D] 7/8/9jc > j.H > 9jc > j.H > j.K > j.H > j.DD Anywhere 203 Everyone [1] Very Easy Universal basic charged dust confirm. 1.29
5[D] 7/8/9jc > j.H > j.D > 9jc > j.D > j.S > j.S > j.DD Anywhere 216 Everyone [4] Hard Universal advanced charged dust confirm. Don't delay too much between attacks or the j.DD will whiff. 154976
(PC)
1.29

Throw Starters

4D or 6D
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
4/6D > RRC > 66 5[D] > c.S dc > c.S > 6H > 214H > 5[D] Midscreen to corner 173 All? [4] Hard Surprisingly difficult to time such that you don't incidentally crossunder, but rewards you with a huge amount of corner carry. Throw towards your nearest corner for a guaranteed wallbreak from anywhere on screen. 1.29
j.4D or j.6D (empty)
Combo Position Damage Works on Difficulty Notes Video Recipe Ver

Special Move Starters

Turn Up
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
214S > Turn Up > c.S > dc > c.S > 2H > 214[P]66]P[ > 2P WS > 5[D] Round Start to Corner 172 All [3] Medium Low 50/50 oki confirm that can wallbreak meterlessly. Can fit an extra 66 after the Turn Up if spaced to help land the confirm, but be careful about accidentally crossing up. 1.29
214P (empty)
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
214K (empty)
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
214S (empty)
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.214P (empty)
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.214K (empty)
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.214S (empty)
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.236H or 236H~H (empty)
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
214H (empty)
Combo Position Damage Works on Difficulty Notes Video Recipe Ver

Combo Theory

Basic OverviewFor if you just want the fundamental principles.


Johnny's combos generally involve getting his opponent into the air, then juggling them with a combination of P Mist Finer (214P), Turn Up (if a card is already present), Mist Finer Cancels (214[X]D) from 2H and 6H, and Vault~Deal (236H~H).

Once the combo has been extended, S Mist Finer (214S) will provide a HKD to allow for close oki and K Mist Finer will provide an up-to-full-screen knockback effect for a more zoning-focused reward.

LaunchersAnd how to route into them.


The standard launchers to use near the beginning of your combos once you've landed the hit are 2H, 214K, j.D, and 6K > 214[P]66]P[.

Example combo starters:

  • c.S > 2H > MFC: Generally the starter for Johnny's hardest punishes since MFC adds no RISC and no combo decay, as opposed to specials like 214P that have 2000 RISC loss and therefore scale the combo heavily.
  • CH 5P/2P/5K/2K > 6K > 214[P]66]P[: A way to confirm from any abare button into a launcher on CH. From 5K and 2K, you can connect to 6K on crouching opponents without CH. 66 Mist Finer gives a bit of extra height that allows for the combo to continue.
  • Landing j.K > j.D: A corner-only launcher that adds minimal RISC and can lead into c.S.
  • 5P/2P/5K/2K/f.S/2S/5H/6H > 214K: Corner-only "launcher". K Mist Finer tumbles, allowing for 5K and f.S relaunches early into combos.
  • 5K > dc~214P: A midscreen launcher that doesn't quite work at max 5K range but works on non-CH standing hit.