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| <center>{{Character Label|GGST|Anji Mito|45px}}</center>
| | {{GGST/CharacterLinks}} |
| {{#lst:{{BASEPAGENAME}}/Data|Links}}
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| <div style="float:left; margin-right:25px;"> | | <div style="float:left; margin-right:25px;"> |
| {{TOC limit|3}} | | {{TOC limit|3}} |
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| | additional = | | | additional = |
| :'''Shitsu''' = [[GGST/Anji_Mito#Shitsu|Shitsu]] - {{clr|P|236P}} | | :'''Shitsu''' = [[GGST/Anji_Mito#Shitsu|Shitsu]] - {{clr|P|236P}} |
| :'''Hakobi''' = [[GGST/Anji_Mito#Suigetsu_No_Hakobi|Suigetsu No Hakobi]] - {{clr|K|236K}} or {{clr|K|236[K]}} | | :'''Spin''' = [[GGST/Anji_Mito#Suigetsu_No_Hakobi|Suigetsu No Hakobi]] - {{clr|K|236K}} or {{clr|K|236[K]}} |
| :'''Kou''' = [[GGST/Anji_Mito#Kou|Kou]] - {{clr|S|236S}} or {{clr|S|236[S]}} | | :'''Kou''' = [[GGST/Anji_Mito#Kou|Kou]] - {{clr|S|236S}} or {{clr|S|236[S]}} |
| :'''Fuujin''' = [[GGST/Anji_Mito#Fuujin|Fuujin]] - {{clr|H|236H}} or {{clr|H|236[H]}} | | :'''Fuujin''' = [[GGST/Anji_Mito#Fuujin|Fuujin]] - {{clr|H|236H}} or {{clr|H|236[H]}} |
| :'''Ichishiki''' = [[GGST/Anji_Mito#Shin: Ichishiki|Shin: Ichishiki]] - {{clr|H|236H}} or {{clr|H|236[H]}} -> {{clr|P|P}} | | :'''Ichishiki''' = [[GGST/Anji_Mito#Shin: Ichishiki|Shin: Ichishiki]] - {{clr|H|236H}}->{{clr|P|P}} or {{clr|H|236H}}~{{clr|P|P}} |
| :'''Hop''' = [[GGST/Anji_Mito#Issokutobi|Issokutobi]] - {{clr|H|236H}} or {{clr|H|236[H]}} -> {{clr|K|K}} | | :'''Hop''' = [[GGST/Anji_Mito#Issokutobi|Issokutobi]] - {{clr|H|236H}}->{{clr|K|K}} or {{clr|H|236H}}~{{clr|K|K}} |
| :'''Nagiha''' = [[GGST/Anji_Mito#Nagiha|Nagiha]] - {{clr|H|236H}} or {{clr|H|236[H]}} -> {{clr|S|S}} | | :'''Nagiha''' = [[GGST/Anji_Mito#Nagiha|Nagiha]] - {{clr|H|236H}}->{{clr|S|S}} or {{clr|H|236H}}~{{clr|S|S}} |
| :'''Rin''' = [[GGST/Anji_Mito#Rin|Rin]] - {{clr|H|236H}} or {{clr|H|236[H]}} -> {{clr|H|H}} | | :'''Rin''' = [[GGST/Anji_Mito#Rin|Rin]] - {{clr|H|236H}}->{{clr|H|H}} or {{clr|H|236H}}~{{clr|H|H}} |
| :'''Counter Super''' = [[GGST/Anji_Mito#Kachoufuugetsu_Kai|Kachoufuugetsu Kai]] - {{clr|S|632146S}} | | :'''Counter Super''' = [[GGST/Anji_Mito#Kachoufuugetsu_Kai|Kachoufuugetsu Kai]] - {{clr|S|632146S}} |
| :'''Sai''' = [[GGST/Anji_Mito#Issei Ougi: Sai|Issei Ougi: Sai]] - {{clr|H|632146H}} | | :'''Sai''' = [[GGST/Anji_Mito#Issei Ougi: Sai|Issei Ougi: Sai]] - {{clr|H|632146H}} |
| :'''{X}''' = Short hold input. | | :'''{X}''' = Short hold input. |
| | :'''dc.X''' = Dash Cancel/Kara Special |
| }} | | }} |
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| {{TheoryBox | | {{TheoryBox |
| | Title = Universal All Positions Close Range Combo | | | Title = Universal All Positions Close Range Combo |
| | Oneliner = simple damage from close slash | | | Oneliner = simple damage from close slash<br>106-134 Damage (Depends on ender) |
| | Difficulty = {{clr|6|Very Easy}} | | | Difficulty = Very Easy |
| | Anchor = Anji Beginner Combo 1 | | | Anchor = Anji Beginner Combo 1 |
| | Video = Ggst_anji_b1_c.S_6H_Fuujin_Nagiha.mp4 | | | Video = GGST Anji c.S 5H Fuujin Hop.mp4 |
| | | Thumbnail = GGST Anji Mito Thumbnail.jpg |
| | Size = 256x192 | | | Size = 256x192 |
| | Recipe = {{clr|S|c.S}} > {{clr|H|5H}} / {{clr|H|6H}} > {{clr|H|236H}} ~ {{clr|S|S}} | | | Recipe = {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|236H}} ~ {{clr|K|K}}/{{clr|H|H}} |
| | content = | | | content = This is a fine string to pressure the opponent with and practice basic hit-confirming. When using it, pay attention to whether the {{clr|S|c.S}} hits or is blocked. If it hits, use {{MMC|input=236H H|label='''Rin'''}} to get damage or {{MMC|input=236H K|label='''Issokutobi'''}} to set up a meaty {{clr|S|c.S}}. If it is blocked, end the string with {{MMC|input=236H S|label='''Nagiha'''}} because it is more difficult to punish. |
| Using {{clr|H|6H}} gives Anji slightly more damage and slightly more forward movement than using {{clr|H|5H}}, but either will work.
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| It is possible to use {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} instead of going straight to {{clr|H|5H}}. However, this will push the opponent far away, causing {{MMC|input=236H|label=Fuujin}} to whiff in some cases. Fuujin can still connect in this situation if it is slightly charged. The charge must be long enough that it moves Anji forward, but the combo will drop if the charge is too long. This timing may take practice.
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| {{MMC|input=236H S|label=Nagiha}} sends the opponent pretty far away. If Anji dashes immediately after, it is usually possible to land a meaty {{clr|K|5K}} and continue pressure. At longer distances, or near the corner, it may be better to throw
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| {{MMC|input=236P|label=Shitsu}} than try to land a meaty attack.
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| Fuujin can be cancelled into Overdrives as well its four normal follow-ups. If Anji has meter, he can end the combo with {{MMC|input=632146H|label=Issei Ougi: Sai}} instead of Nagiha for more damage.
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| }}
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| <tabber> Mid Range = | | <tabber> Mid Range = |
| {{TheoryBox | | {{TheoryBox |
| | Title = Universal All Positions Mid Range Combo | | | Title = Universal All Positions Mid Range Combo |
| | Oneliner = using K Buttons to set up Shitsu | | | Oneliner = using K Buttons to set up Shitsu<br>43-54 Damage (Depends on starter) |
| | Difficulty = {{clr|6|Easy}} | | | Difficulty = Easy |
| | Anchor = Anji Beginner Combo 4 | | | Anchor = Anji Beginner Combo 4 |
| | Video = Ggst_anji_5K_2D_Shitsu.mp4 | | | Video = Ggst_anji_5K_2D_Shitsu.mp4 |
| | | Thumbnail = GGST Anji Mito Thumbnail.jpg |
| | Size = 256x192 | | | Size = 256x192 |
| | Recipe = {{clr|K|5K}} / {{clr|K|2K}} > {{clr|D|2D}} > dl.{{clr|P|236P}} | | | Recipe = {{clr|K|5K}} / {{clr|K|2K}} > {{clr|D|2D}} > dl.{{clr|P|236P}} |
| | content = | | | content = |
| Anji has two hard knockdowns: Throw, and {{clr|D|2D}}. The best thing to do after either of these hard knockdowns will usually be to throw {{MMC|input=236P|label=Shitsu}}. In addition to this, {{clr|K|5K}} is one of Anji's best pokes to start engagements with, this combo increases the reward on hit with an {{keyword|okizeme} setup. | | Anji has two hard knockdowns: Throw, and {{clr|D|2D}}. The best thing to do after either of these hard knockdowns will usually be to throw {{MMC|input=236P|label=Shitsu}}. In addition to this, {{clr|K|5K}} is one of Anji's best pokes. This combo increases the reward on hit with an {{keyword|okizeme}} setup. |
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| If Anji is very close to the opponent, using Shitsu immediately after {{clr|D|2D}} may cause Shitsu to fly past the opponent while they're still down. In these cases, delay the cancel into Shitsu so that it will be directly above them when they recover. Pay attention to how close the opponent is and choose the delay accordingly. | | If Anji is very close to the opponent, using Shitsu immediately after {{clr|D|2D}} may cause Shitsu to fly past the opponent while they're still down. In these cases, delay the cancel into Shitsu so that it will be directly above them when they recover. Pay attention to how close the opponent is and choose the delay accordingly. |
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| }} | | }} |
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| {{TheoryBox | | {{TheoryBox |
| | Title = Universal All Positions Close Range Combo | | | Title = Universal All Positions Close Range Combo |
| | Oneliner = K buttons lead to Kou | | | Oneliner = K buttons lead to Kou<br>68-87 Damage (Depends on starter) |
| | Difficulty = {{clr|6|Very Easy}} | | | Difficulty = Very Easy |
| | Anchor = Anji Beginner Combo 2 | | | Anchor = Anji Beginner Combo 2 |
| | Video = Ggst_anji_5k_2d_kou.mp4 | | | Video = Ggst_anji_5k_2d_kou.mp4 |
| | | Thumbnail = GGST Anji Mito Thumbnail.jpg |
| | Size = 256x192 | | | Size = 256x192 |
| | Recipe = {{clr|K|5K}} / {{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|236S}}, airdash, j.X (whiff), {{clr|S|c.S}} | | | Recipe = {{clr|K|5K}} / {{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|236S}}, airdash, j.X (whiff), {{clr|S|c.S}} |
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| {{TheoryBox | | {{TheoryBox |
| | Title = Universal All Positions Mid Range Combo | | | Title = Universal All Positions Mid Range Combo |
| | Oneliner = simple damage from far slash. | | | Oneliner = Simple damage from mid range pokes.<br>82-84 Damage (Depends on starter) |
| | Difficulty = {{clr|6|Very Easy}} | | | Difficulty = Very Easy |
| | Anchor = Anji Beginner Combo 3 | | | Anchor = Anji Beginner Combo 3 |
| | Video = Ggst_anji_f.S_Fuujin_Nagiha.mp4 | | | Video = Ggst_anji_f.S_Fuujin_Nagiha.mp4 |
| | | Thumbnail = GGST Anji Mito Thumbnail.jpg |
| | Size = 256x192 | | | Size = 256x192 |
| | Recipe = {{clr|S|f.S}} > {{clr|H|236H}} ~ {{clr|S|S}} | | | Recipe = Poke Starter > {{clr|H|236H}}->{{clr|S|S}} |
| | content = | | | content = |
| {{clr|S|f.S}} will combo into {{MMC|input=236H|label=Fuujin}} even at the very tip of {{clr|S|f.S}} range. When whiff-punishing, {{clr|S|f.S}} may connect with an extended hurtbox, and Fuujin may not reach far enough to combo in those cases. Outside of that, this is a very reliable mid-range combo to use. | | {{MMC|input=f.S|label={{clr|S|f.S}}}} and {{MMC|input=2S|label={{clr|S|2S}}}} are Anji's best poking moves. {{clr|S|f.S}} has a longer range, but is slightly slower than {{clr|S|2S}}. {{clr|S|2S}} recovers faster than {{clr|S|f.S}}, making it is more difficult to punish. |
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| | Both of these pokes will combo into {{MMC|input=236H|label=Fuujin}} even at the very tip of their ranges. When {{keyword|whiff}} punishing, they may connect with an extended hurtbox, and Fuujin may not reach far enough to combo in those cases. Outside of that, this is a very reliable mid-range combo to use. |
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| The damage on its own is not very large, but it's a very common starter for Roman Cancel combos. Nagiha > Red Roman Cancel is a very common way to spend meter. | | The damage on its own is not very large, but it's a very common starter for Roman Cancel combos. Nagiha > Red Roman Cancel is a very common way to spend meter. |
| }} | | }} |
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| ==Combo Theory==
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| Anji's grounded combos tend to be very straightforward. They follow a straight line from {{clr|K|5K}}/{{clr|K|2K}} to {{clr|D|2D}} or from {{clr|S|c.S}} to {{clr|H|5H}}/{{clr|H|6H}} to {{MMC|chara=Anji Mito|game=GGST|input=236H|label=Fuujin}}->{{MMC|chara=Anji Mito|game=GGST|input=236H S|label=Nagiha}}. It's only once Anji launches the opponent that the combo structure opens up. When the opponent is in the air, the goal becomes to end the combo in one of three ways: a Kou that sets up a meaty {{clr|S|c.S}}, a button near the wall that sets up a meaty {{MMC|chara=Anji Mito|game=GGST|input=236P|label=Shitsu}}, or a wallbreak.
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| The first goal is to get the opponent in the air. If the combo is starting from a grounded hit, Anji can accomplish this with Red Roman Cancel, {{clr|D|2D}}, or {{clr|H|2H}}, using strings such as these:
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| * {{clr|P|5P}}, Red Roman Cancel, {{clr|S|c.S}} > {{clr|S|236S}}
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| * {{clr|K|5K}} / {{clr|K|2K}} / {{clr|S|c.S}} > {{clr|D|2D}} > {{clr|S|236S}}
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| * {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236[S]}} (on crouching opponents or {{clr|S|c.S}} counterhit)
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| * {{clr|D|2D}} (CH) > {{clr|H|236H}} ~ {{clr|K|K}}, {{clr|S|c.S}}
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| Once the opponent is in the air, Anji can route into Kou loops ending with a knockdown and meaty, stage carry to the corner to set up Shitsu, or a wallbreak. If the wall is not nearby and there's no meter to use, Kou will usually be the best way to end the combo. Once the wall is close enough that {{clr|D|j.D}} will wallbounce the opponent, Anji can choose between ending with Shitsu or wallbreak. Which is best will depend on the matchup and the details of that particular game (life remaining, burst, meter, etc.).
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| Kou can sometimes lead to additional Kou on high airborne hits or close hits. Without meter and without the wall, most combos will end with a Kou setting up a meaty {{clr|S|c.S}}.
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| * ({{clr|S|236S}}) {{clr|S|c.S}} (> {{clr|H|2H}}) > {{clr|S|236[S]}}, airdash, j.X (whiff), {{clr|S|c.S}} (meaty) - {{clr|H|2H}} applies a large amount of gravity scaling, making additional Kou loops more difficult.
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| * ({{clr|S|236S}}) {{clr|K|2K}} > {{clr|S|236S}}, airdash, j.X (whiff), {{clr|S|c.S}} (meaty) - When the opponent is too low or far away to be hit by {{clr|S|c.S}} > {{clr|S|236[S]}}, {{clr|K|2K}} may still be able pick them up for an additional loop.
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| When the wall is close enough that bouncing the opponent with {{clr|D|j.D}} after Kou becomes an option, the damage and possibilities both increase. Anji's {{clr|D|j.D}} will bounce opponents off the walls, allowing for extensions into more Kou loops or Fuujin. When attempting to convert into a wall bounce, it's usually best to delay {{clr|D|j.D}} as much as possible. This will give Anji more time on the ground to approach or throw out a move while the opponent is bouncing. After a wallbounce, it is usually easiest to continue with {{clr|K|5K}} > Fuujin > Rin. If the opponent is in a good position, Anji can continue into Kou instead, which may lead into further meterless extensions. The best way to continue combos using airdashes or wallbounces after {{clr|D|j.D}} will strongly depend on character weight, gravity scaling, and distance from the wall, and how high the character is. It will take practice to make that judgment in the moment.
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| Getting a wallsplat will usually be possible with a string like these:
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| * ({{clr|S|236S}}) ({{clr|K|j.K}} >) {{clr|D|j.D}} (wallbounce), {{clr|K|5K}} > {{clr|H|236H}} ~ {{clr|H|H}} - Using {{clr|K|j.K}} will get the opponent higher before the wallbounce. This makes extending the combo easier, but it may also cause {{clr|D|j.D}} to whiff, so it's best used in the corner or when Anji has momentum to carry him forward. The Rin at the end will usually cause a wallsplat.
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| * ({{clr|S|236S}}) ({{clr|K|j.K}} >) {{clr|D|j.D}} (wallbounce), {{clr|S|c.S}}/{{clr|K|2K}} > {{clr|S|236S}} - Use {{clr|S|c.S}} to pick up when the opponent is high up, {{clr|K|2K}} when they're lower. If the Kou at the end doesn't splat, a follow-up {{clr|S|j.S}} should do it.
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| * ({{clr|S|236S}}) {{clr|D|j.D}} (wallbounce), airdash, {{clr|H|j.H}}, {{clr|K|5K}} > {{clr|H|236H}} ~ {{clr|H|H}} - At some distances, where {{clr|K|5K}} won't reach the opponent after they bounce off the wall. In those scenarios, it may be possible to continue the combo by following them with an airdash into {{clr|H|j.H}} or {{clr|S|j.S}}.
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| To end the strings above with a Shitsu setup instead of a wallsplat, cancel one of the normals after the wallsplat into Shitsu. Cancelling {{clr|S|c.S}} or {{clr|K|5K}} into Shitsu usually works well.
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| * ({{clr|S|236S}}) ({{clr|K|j.K}} >) {{clr|D|j.D}} (wallbounce), {{clr|K|5K}} > {{clr|P|236P}}
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| * ({{clr|S|236S}}) ({{clr|K|j.K}} >) {{clr|D|j.D}} (wallbounce), {{clr|S|c.S}}/{{clr|K|2K}} > {{clr|P|236P}}
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| * ({{clr|S|236S}}) {{clr|D|j.D}} (wallbounce), airdash, {{clr|H|j.H}}, {{clr|K|5K}} > {{clr|P|236P}}
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| Anji is able to carry opponents across the screen, but it will usually require either a red roman cancel, or a good combo starter and solid execution of "{{clr|S|c.S}} dash-cancel > Kou".
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| * ({{clr|S|236S}}) 66{{clr|2|BRC}}, {{clr|H|j.H}}, {{clr|S|c.S}} > {{clr|S|236[S]}}, ... - The long slowdown Blue Roman Cancels provide makes extending Kou loops easy as long as the opponent is close enough for the shockwave to hit.
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| * ... 66{{clr|P|RRC}}, dash, {{clr|S|c.S}} dash-cancel, {{clr|S|236{S} }}, {{clr|K|j.K}}, {{clr|K|5K}} > {{clr|H|236H}} ~ {{clr|H|H}}
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| After a wallsplat, {{clr|H|632146H}}, {{clr|H|5H}}, {{clr|H|2H}}, Rin, and {{clr|D|5D}} are the highest damage moves to wall break from a grounded position. Use whichever is the most comfortable/intuitive for you. In general, use {{clr|H|632146H}} when it's available for the damage and the [[https://www.dustloop.com/wiki/index.php?title=GGST/Damage#The_Wall| Overdrive Wall Break]].
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| Note: The resources below were created before battle system 2.0, which changed much of Anji's combo structure.
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| *[https://youtu.be/7P6NbSBJ_lk "Anji Mito Beginner Combo Theory" by New Millenium]
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| *[https://youtu.be/vjsS_wQRf2Y "Anji Combo Theory + Gatling Theory EXPLAINED" by Austin Soohoo]
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| *[https://youtu.be/4ZfIgJLbAF8 "Maximizing Anji's Damage: Kou Loops guide" by Klaige] (Not up to date for Patch 1.1 but still relevant)
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| ==Core Combos== | | ==Core Combos== |
| {{CoreComboDef}} | | {{CoreComboDef}} |
| | ===Counter Hit Combos=== |
| {{TheoryBox | | {{TheoryBox |
| | Title = Nearly Universal All Positions Counterhit Combo | | | Title = Midscreen CH {{clr|S|c.S}} Combo |
| | Oneliner = counterhit combo at close range
| | | Oneliner = "People only care about the results, but just as important is the path taken to have it." <br>238 Damage |
| | Difficulty = {{clr|6|Easy}}
| | | Video = GGST_Anji_Mito_Close_Slash_CH_Combo.mp4 |
| | Anchor = Anji Beginner Combo 5 | | | Thumbnail = GGST Anji Mito Thumbnail.jpg |
| | Video = Ggst_anji_c.S_2H_Kou_2K_Kou.mp4 | | | Difficulty = Medium |
| | Size = 256x192 | | | Recipe = (CH) {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|236[H]}} > {{clr|K|K}}, {{clr|S|c.S}} > dc.{{clr|S|236S}}, > {{clr|K|j.K}} > {{clr|D|j.D}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|236H}}-> (WS) {{clr|H|H}} |
| | Recipe = {{clr|S|c.S}} (CH) > {{clr|H|2H}} > {{clr|S|236[S]}}, {{clr|K|2K}} > {{clr|S|236{S} }}, airdash, j.X (whiff), {{clr|S|c.S}} | | | content = A core midscreen counterhit combo from {{clr|S|c.S}}. |
| | content =
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| {{clr|S|c.S}} can combo into {{clr|H|2H}} on counterhit and when the opponent is crouching. {{clr|H|2H}} is Anji's best combo starter because it launches the opponent for {{MMC|input=236S|label=Kou}} combos. These are usually Anji's most-damaging combos, so learning to route combos into {{clr|H|2H}} where possible is important. | |
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| After {{clr|H|2H}}, use a fully-charged Kou. The charge serves two purposes: it moves Anji forward, and a fully-charged Kou launches higher than a normal one. The forward movement and the additional height make it possible to continue the combo.
| | Adjustments may need to be made depending on spacing from the corner. {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|236S}} > [...] also works and allows going into {{clr|S|Kou}} loops in such cases. |
| | }} |
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| This particular combo is not entirely universal. The lightweight characters are pushed farther forward in the air. Sometimes, this means the second Kou must be charged slightly. The slight charge will move Anji forward and allow Kou to connect. Baiken and Faust will be pushed too far forward for the {{clr|K|2K}} to reach. For them, it will be easier to use {{clr|S|c.S}} (CH) dash-cancel, {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|H|236H}} ~ {{clr|S|S}}.
| | {{TheoryBox |
| | | Title = Midscreen CH {{clr|S|f.S}} Combo |
| | | Oneliner = "It's best to know how to exploit the strengths and utilize the drawbacks to your advantage." <br>189 Damage |
| | | Difficulty = Medium |
| | | Video = GGST Anji Mito Far Slash CH Combo.mp4 |
| | | Thumbnail = GGST Anji Mito Thumbnail.jpg |
| | | Recipe = (CH) {{clr|S|f.S}} > {{clr|H|236H}}~{{clr|S|S}} > {{clr|S|c.S}} > dc.{{clr|S|236S}}, > {{clr|K|j.K}} > {{clr|D|j.D}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|236H}}-> (WS) > {{clr|H|H}} |
| | | content = Utilizes a kara cancelled {{clr|S|Nagiha}} to confirm off {{clr|S|f.S}}. This combo assumes midscreen, but kara cancelled {{clr|S|Nagiha}} will connect from any part of the screen from a CH {{clr|S|f.S}}. |
| }} | | }} |
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| {{TheoryBox | | {{TheoryBox |
| | Title = 2D Counterhit | | | Title = Midscreen CH {{clr|D|2D}} Combo |
| | Oneliner = the most important counterhit confirm | | | Oneliner = "A great plan involves not only a refined path to advancement, but also a route to retreat in case the advancement fails."<br>214 Damage |
| | Difficulty = {{clr|3|Medium}} | | | Difficulty = Medium |
| | Anchor = Anji 2D Counterhit | | | Video = GGST Anji Mito 2D CH Combo.mp4 |
| | Video = Ggst_anji_2D_ch_Fuujin_c.S_Kou.mp4
| | | Thumbnail = GGST Anji Mito Thumbnail.jpg |
| | Size = 256x192 | | | Recipe = (CH) {{clr|D|2D}} > {{clr|H|236H}}->{{clr|K|K}} > {{clr|S|c.S}} > dc.{{clr|S|236S}}, > {{clr|K|j.K}} > {{clr|D|j.D}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|236H}}->{{clr|H|H}} (WS) {{clr|D|5[D]}} |
| | Recipe = {{clr|D|2D}} > {{clr|H|236H}} ~ {{clr|K|K}}, {{clr|S|c.S}} > (dash-cancel) {{clr|S|236S}}, {{clr|K|j.K}} > {{clr|D|j.D}}, {{clr|K|5K}} > {{clr|H|236H}} ~ {{clr|H|H}} (wallsplat), {{clr|D|5[D]}} | | | content = One of the most important CH routes to learn. Due to the low profile properties of {{clr|D|2D}}, Anji is able to go under some moves like {{Character Label|GGST|Ky Kiske}}'s {{MMC||game=GGST|chara=Ky Kiske|input=236S|label=[[GGST/Ky Kiske#Stun Edge|Stun Edge]]}} or {{Character Label|GGST|Nagoriyuki}}'s {{clr|H|5H}} and counterpoke safely. Combo assumes midscreen, and can (and should) be modified depending on distance from the wall. |
| | content = | | }} |
| The low-profile property of {{clr|D|2D}} makes it a solid normal to counterpoke with, and it will often land as a counterhit. The dash cancel Kou isn't necessary, but it significantly increases how far this route can carry the opponent.
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|
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| The details of the combo after Kou may change based on weight and distance from the wall. If the wall is very close, the wallbouncing {{clr|K|j.K}} > {{clr|D|j.D}} sequence can be swapped out for a falling {{clr|S|j.S}}. If the wall is too far to bounce off of, swapping out {{clr|S|c.S}} dash-cancel Kou for {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236S}} will get more damage.
| | {{TheoryBox |
| | | Title = Midscreen CH {{clr|H|5H}} Combo |
| | | Oneliner = "Happiness is limited, not to make your life full of sadness, but so you would embrace them more."<br>227 Damage |
| | | Difficulty = Hard |
| | | Video = GGST Anji Mito 5H CH Combo.mp4 |
| | | Thumbnail = GGST Anji Mito Thumbnail.jpg |
| | | Recipe = (CH) {{clr|H|5H}} > {{clr|H|236H}}~{{clr|K|K}} > {{clr|S|c.S}} > dc.{{clr|S|236S}}, > {{clr|D|j.D}} > micro dash > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|236H}}->{{clr|H|H}} (WS) > {{clr|H|236H}}~{{clr|H|H}} |
| | | content = In regards to the wallbreak, if you find the kara cancelled {{MMC||game=GGST|chara=Anji Mito|input=236H H|label=[[GGST/Anji_Mito#Rin|Rin]]}} too hard to do, use {{clr|D|5[D]}}, {{clr|D|236[D]}}, or any other preferred wallbreak instead. |
| }} | | }} |
| | |
| {{TheoryBox | | {{TheoryBox |
| | Title = 5H Counterhit | | | Title = CH {{clr|H|6H}} Combo |
| | Oneliner = one of Anji's strangest grounded routes
| | | Oneliner = "Everything, no matter how ugly it looks, can have beauty in its own way."<br>116 Damage |
| | Difficulty = {{clr|3|Medium}}
| | | Difficulty = Very Easy |
| | Anchor = Anji 5H Counterhit | | | Video = GGST Anji Mito 6H CH Combo.mp4 |
| | Video = Ggst_anji_5H_ch_two_routes.mp4 | | | Thumbnail = GGST Anji Mito Thumbnail.jpg |
| | Size = 256x192 | | | Recipe = CH {{clr|H|6H}} > {{clr|K|5K}} > {{clr|H|236H}}->{{clr|H|H}} (or {{clr|K|K}} > (meaty) {{clr|S|c.S}}) |
| | Recipe = {{clr|H|5H}} (CH) > {{clr|H|236H}} ~ {{clr|P|P}}, ({{clr|S|f.S}} > {{clr|H|236H}} ~ {{clr|S|S}}/{{clr|D|2D}} > {{clr|P|236P}}) | | | content = If you're willing to spend 50% burst on Wild Assault, {{clr|H|Fuujin}} can be replaced with {{clr|D|236D}} and extended from there instead. If you're craving for a meaty, you can replace the {{clr|H|Rin}} with {{clr|K|Issokutobi}} to set up a meaty {{clr|S|c.S}}. |
| | content = | |
| Anji's {{clr|H|5H}} forces the opponent into a crouching position when it counterhits. The additional hitstun from the crouching position, when combined with the counterhit slowdown, allows {{MMC|input=236H P|label=Shin}} to combo into {{clr|S|f.S}} or {{clr|D|2D}}. Continue into {{MMC|input=236H|label=Fuujin}} for damage or use {{clr|D|2D}} to set up {{MMC|input=236P|label=Shitsu}}.
| |
| }} | | }} |
| <tabber> On Stand =
| | |
| | ===Spin Punish Combos=== |
| {{TheoryBox | | {{TheoryBox |
| | Title = Spin Punish on Standing Opponents | | | Title = Spin Punish on Standing Opponents |
| | Oneliner = use 2D to launch into Kou | | | Oneliner = use {{clr|H|5H}} to launch into Kou.<br>236 Damage |
| | Difficulty = {{clr|3|Medium}} | | | Difficulty = Medium |
| | Anchor = Anji Spin Punish Standing | | | Anchor = Anji Spin Punish Standing |
| | Video = Ggst_anji_Spin_punish_midscreen_stand_wallbreak.mp4 | | | Video = Ggst_anji_Spin_punish_midscreen_stand_wallbreak.mp4 |
| | Size = 256x192 | | | Thumbnail = GGST_Anji Mito Thumbnail.jpg |
| | Recipe = {{clr|S|c.S}} > {{clr|D|2D}} > {{clr|S|236S}}, {{clr|D|j.D}} airdash {{clr|H|j.H}}, {{clr|K|5K}} > {{clr|H|236H}} ~ {{clr|H|H}} (wallsplat), {{clr|D|5[D]}} | | | Recipe = {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|236[S]}}, ({{clr|D|j.D}} (airdash {{clr|S|j.S}}, land {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|236H}} (wallsplat), ~ {{clr|K|K}}, {{clr|D|5[D]}} WB) |
| | content = | | | content = |
| Using {{clr|S|c.S}} > {{clr|D|2D}} is risky in most situations because {{clr|D|2D}} is a punishable move and there's no way to true-string into another hit from it. However, when punishing after a successful spin, it can launch the opponent for a Kou and lead to a great combo.
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| As with most wallbounce combos, the details will change slightly based on the distance from the wall, how high the opponent is, and their weight. This route tends to work well around roundstart distance, which is about the maximum distance that a wallbounce route will work. Nearer to the wall, it may be better to use {{clr|D|j.D}} closer to the ground and catch the opponent after they bounce with {{clr|K|5K}}. | | As with most wallbounce combos, the details will change slightly based on the distance from the wall, and how high the opponent is. The route in parenthesis tends to work well around roundstart distance, which is about the maximum distance that a wallbounce route will work. Nearer to the wall, it may be better to use {{clr|D|j.D}} closer to the ground and catch the opponent after they bounce with {{clr|K|5K}}. |
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| If keeping the corner is preferable to a wallbreak, cancel {{clr|K|5K}} into {{MMC|input=236P|label=Shitsu}} to continue pressure. If the opponent is caught at the right height, Shitsu will hit meaty. | | If keeping the corner is preferable to a wallbreak, cancel the second {{clr|H|5H}} into {{MMC|input=236P|label=Shitsu}} to continue pressure. If the opponent is caught at the right height, Shitsu will hit meaty. |
| }} | | }} |
| |-|
| |
| On Crouch=
| |
| {{TheoryBox | | {{TheoryBox |
| | Title = Spin Punish on Crouching Opponents | | | Title = Spin Punish on Crouching Opponents |
| | Oneliner = use 2H to launch into Kou | | | Oneliner = use 2H to launch into Kou |
| | Difficulty = {{clr|3|Medium}} | | | Difficulty = Medium |
| | Anchor = Anji Spin Punish Crouching | | | Anchor = Anji Spin Punish Crouching |
| | Video = Ggst_anji_spin_punish_midscreen_crouch_wallbreak.mp4 | | | Video = Ggst_anji_spin_punish_midscreen_crouch_wallbreak.mp4 |
| | Size = 256x192 | | | Thumbnail = GGST Anji Mito Thumbnail.jpg |
| | Recipe = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236[S]}}, {{clr|D|j.D}} airdash {{clr|D|j.D}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236H}} ~ {{clr|K|K}} (wallsplat), {{clr|D|5[D]}} | | | Recipe = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236[S]}}, {{clr|D|j.D}} airdash {{clr|D|j.D}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236H}} ~ {{clr|K|K}} (wallsplat), {{clr|D|5[D]}} WB |
| | content = | | | content = |
| {{clr|S|c.S}} > {{clr|H|2H}} will combo on crouching opponents, which makes it a great route for punishing crouching normals after a spin. {{clr|H|2H}} launches the opponent very high and will combo into a fully-charged Kou, which launches the opponent even higher. | | {{ComboText|{{clr|S|c.S}} > {{clr|H|2H}}}} will combo on crouching opponents, which makes it a great route for punishing crouching normals after a spin. {{clr|H|2H}} launches the opponent very high and will combo into a fully-charged {{clr|S|Kou}}, which launches the opponent even higher than the {{clr|H|5H}} launcher counterpart. |
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| If keeping the corner is preferable to a wallbreak, cancel the {{clr|S|c.S}} after the wallbounce into {{MMC|input=236P|label=Shitsu}} to continue pressure. If the opponent is caught at the right height, Shitsu will hit meaty. | | If keeping the corner is preferable to a wallbreak, cancel the {{clr|S|c.S}} after the wallbounce into {{MMC|input=236P|label=Shitsu}} to continue pressure. If the opponent is caught at the right height, Shitsu will hit meaty. |
| }} | | }} |
| </tabber>
| |
| <tabber> Low Mixup =
| |
| {{TheoryBox
| |
| | Title = Shitsu to Kara Nagiha
| |
| | Oneliner = combo from Shitsu oki
| |
| | Difficulty = {{clr|3|Medium}}
| |
| | Anchor = Anji Shitsu Nagiha
| |
| | Video = Ggst_anji_shitsu_nagiha.mp4
| |
| | Size = 256x192
| |
| | Recipe = throw, {{clr|P|236P}}, dash, k.{{clr|H|236H}} ~ {{clr|S|S}}, Shitsu(2), {{clr|S|c.S}} (dash-cancel) {{clr|S|236S}}, {{clr|D|j.D}}, {{clr|K|2K}} > {{clr|S|236S}}, {{clr|D|j.D}} (wallsplat), {{clr|D|5[D]}}
| |
| | content =
| |
| Using kara Nagiha and kara Rin (cancelling into Nagiha/Rin before the Fuujin completes) has become a common strategy during Shitsu pressure. Having combos from each option will make this situation much more threatening.
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| There's an 8-frame gap between Shitsu (1) and earliest kara Rin, so opponents can mash out of this with a fast button. If they do this, mix in a normal Fuujin at a frametrap timing to discourage it.
| |
| }}
| |
| |-|
| |
| High Mixup=
| |
| {{TheoryBox | | {{TheoryBox |
| | Title = Shitsu to Kara Rin | | | Title = Charged {{clr|D|5D}} combo |
| | Oneliner = combo from Shitsu oki | | | Oneliner = To the skies!<br>204 Damage |
| | Difficulty = {{clr|3|Medium}} | | | Difficulty = Medium |
| | Anchor = Anji Shitsu Rin | | | Anchor = Anji Throw FRRC |
| | Video = Ggst_anji_shitsu_rin.mp4 | | | Video = GGST Anji Mito Charged 5D Combo.mp4 |
| | Size = 256x192 | | | Thumbnail = GGST Anji Mito Thumbnail.jpg |
| | Recipe = throw, {{clr|P|236P}}, dash, k.{{clr|H|236H}} ~ {{clr|H|H}}, Shitsu(2), {{clr|S|c.S}} (dash-cancel) {{clr|S|236S}}, {{clr|D|j.D}}, {{clr|K|2K}} > {{clr|S|236S}}, {{clr|D|j.D}} (wallsplat), {{clr|D|5[D]}} | | | Recipe = {{clr|D|5[D]}} > 7/8/9 ~ {{clr|H|j.H}} > {{clr|D|j.D}} > jc9 > {{clr|K|j.K}} > {{clr|S|j.S}} > {{clr|K|j.K}} > {{clr|S|j.S}} > {{clr|D|j.D}} > {{clr|D|Finishing Blow}} |
| | content = | | | content = |
| Comboing from Rin during Shitsu pressure.
| | The standard B&B charged 5[D] homing jump combo. |
| }} | | }} |
| </tabber>
| |
| {{TheoryBox | | {{TheoryBox |
| | Title = Throw FRRC | | | Title = Throw FRRC |
| | Oneliner = break the wall from a throw anywhere | | | Oneliner = Break the wall from a throw anywhere |
| | Difficulty = {{clr|3|Medium}} | | | Difficulty = Medium |
| | Anchor = Anji Throw FRRC | | | Anchor = Anji Throw FRRC |
| | Video = Ggst_anji_throw_rrc.mp4 | | | Video = Ggst_anji_throw_rrc.mp4 |
| | Size = 256x192 | | | Thumbnail = GGST Anji Mito Thumbnail.jpg |
| | Recipe = throw, 66{{clr|H|RRC}} ~ {{clr|S|c.S}} (dash-cancel) {{clr|S|236S}}, {{clr|K|j.K}} > {{clr|D|j.D}}, {{clr|K|5K}} > {{clr|H|236H}} ~ {{clr|H|H}}, {{clr|D|5[D]}} | | | Recipe = {{clr|D|6D}}/{{clr|D|4D}} > 66RRC ~ {{clr|S|c.S}} > (dc.){{clr|S|236S}}, {{clr|K|j.K}} > {{clr|D|j.D}}, {{clr|K|5K}} > {{clr|H|236H}} ~ {{clr|H|H}}, {{clr|D|5[D]}} |
| | content = | | | content = |
| This frrc route can wallbreak from midscreen, so it can lead to a wallbreak from anywhere as long as the opponent is thrown toward the nearest wall. The frrc and the dash cancel aren't necessary. The frrc reduces the meter gain penalty so meter starts returning before the combo is over. The dash cancel increases the corner carry available. Using a normal rrc will work as well, but carrying the same distance may be more difficult. | | This combo allows you to break the wall from anywhere on the screen, provided that the opponent is thrown in the direction nearest to the wall. |
| | |
| | The FFRC and dc.{{clr|S|Kou}} is not necessary, but helps with the meter penalty given post Roman Cancel by shortening it slightly. The dash cancel {{clr|S|Kou}} will allow for more corner carry, allowing for wallbreaks from further away from the wall. |
| }} | | }} |
|
| |
|
| ==Combo List== | | ==Combo List== |
| Every damage value is dealt to Ky when possible
| | *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. |
| <!--Please test or re-test combo damage against Ky, as he has a 1.00 defense mod while Sol's is 0.98.-->
| | *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 ({{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). |
| | |
| | ===Normal Starters=== |
| | |
| | '''{{clr|P|Punch}} Starters''' |
| | |
| | {{clr|P|5P}} and {{clr|P|2P}} are interchangeable as starters |
| | |
| | {| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center" |
| | ! colspan="10" |'''{{clr|P|5P}}/{{clr|P|2P}} ''' |
| | Due to being {{clr|P|Punch}} buttons, your reward off these buttons will obviously be quite small. However, going into {{clr|H|6H}} can prove to be a very potent micro-combo to get opponents off you in abare situations. With meter, this can also turn into a very potent abare situation to turn into a wallbreak. |
|
| |
|
| ==={{clr|P|P}} Starters===
| | {{clr|P|5P}} in particular can also be used as a very quick rewarding anti-air if it can be confirmed and comboed into {{clr|S|Kou}}. |
| {{clr|P|2P}} and {{clr|P|5P}} will only combo into {{clr|P|6P}} on grounded opponents, and only at point-blank range. All of these combos can start from either {{clr|P|2P}} or {{clr|P|5P}}.
| |
| {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
| |
| |- | | |- |
| {{GGST-ComboTableHeader}} | | {{GGST-ComboTableHeader}} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|P|5P}} > {{clr|H|6H}} |
| | |position = Anywhere |
| | |damage = 56 |
| | |tensionGain = ~5% |
| | |worksOn = Everyone |
| | |difficulty = Very Easy |
| | |notes = Combos after up to 3 hits of 5P or 2P. |
| | |recipePC = →194689 ←194690 |
| | |recipePS = |
| | |video = |
| | |checkedVersion = 1.35 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|P|5P}} > {{clr|P|6P}} > {{clr|D|236D}} |
| | |position = Anywhere |
| | |damage = |
| | |tensionGain = |
| | |difficulty = Very Easy |
| | |notes = Combos after 2 hits of 5P or 2P. Allows for a pickup with {{clr|K|5K}} |
| | |recipePC = →194691 ←194692 |
| | |video = |
| | |checkedVersion = 1.35 |
| | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
Line 256: |
Line 247: |
| |damage = 66 | | |damage = 66 |
| |tensionGain = ~10% | | |tensionGain = ~10% |
| |difficulty = [1] {{clr|1|Very Easy}} | | |difficulty = Very Easy |
| |notes = The K followup gets you to the opponent faster. | | |notes = The K followup gets you to the opponent faster. |
| | |recipePC = →194693 ←194694<hr/>→194695 ←194696 |
| |video = [https://youtu.be/JjD8iZcLCSg Youtube] | | |video = [https://youtu.be/JjD8iZcLCSg Youtube] |
| |checkedVersion = 1.18 | | |checkedVersion = 1.35 |
| }} | | }} |
| |-
| |
| {{GGST-ComboTableRow
| |
| |combo = (Dash) {{clr|P|5P}} > {{clr|P|6P}} > {{clr|S|236S}}, {{clr|S|j.S}}, {{clr|K|5K}} > {{clr|H|236H}} -> {{clr|H|H}} (WS)
| |
| |position = Corner
| |
| |damage = 119
| |
| |tensionGain = ~30%
| |
| |difficulty = [3] {{clr|3|Medium}}
| |
| |notes = May need a partial charge on {{clr|S|236S}}.
| |
| |checkedVersion = 1.18
| |
| }}
| |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
Line 277: |
Line 259: |
| |damage = 86 | | |damage = 86 |
| |tensionGain = ~20% | | |tensionGain = ~20% |
| |difficulty = [2] {{clr|2|Easy}} | | |difficulty = Easy |
| |notes = Easier but lower damage than above. | | |notes = Easier but lower damage than above. |
| |checkedVersion = 1.18 | | |recipePC = →194697 ←194698 |
| | |checkedVersion = 1.35 |
| }} | | }} |
| |- | | |- |
Line 287: |
Line 270: |
| |damage = 100 | | |damage = 100 |
| |tensionGain = ~20% | | |tensionGain = ~20% |
| |difficulty = [2] {{clr|2|Easy}} | | |difficulty = Easy |
| |notes = 5P AA Conversion. | | |notes = 5P AA Conversion. |
| |checkedVersion = 1.18 | | |recipePC = 88119 |
| | |checkedVersion = 1.33 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = AA {{clr|P|5P}} > {{clr|P|6P}} > {{clr|S|236S}}, {{clr|S|c.S}} > {{clr|S|236S}}, {{clr|D|j.D}} (WS) | | |combo = AA {{clr|P|5P}} > {{clr|S|236S}}, {{clr|S|c.S}} > {{clr|S|236S}}, {{clr|D|j.D}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|236H}} -> {{clr|H|H}} ({{clr|S|S}} (WS)) |
| |position = Corner | | |position = Corner |
| |damage = 132 | | |damage = 184 |
| |tensionGain = ~30% | | |tensionGain = ~40% |
| |difficulty = [3] {{clr|3|Medium}} | | |difficulty = Hard |
| |notes = Slightly delay the {{clr|S|c.S}} for consistency. | | |notes = Finish with {{clr|S|Nagiha}} for a wallsplat. |
| |checkedVersion = 1.18 | | |recipePC = 176522 |
| | |checkedVersion = 1.33 |
| }} | | }} |
| | |- |
| | {| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center" |
| | ! colspan="10" |'''{{clr|P|6P}} ''' |
| | {{clr|P|6P}} can be used effectively in Counter Hit combos if followed by {{clr|H|Fuujin}} and {{clr|K|Issokutobi}}. Otherwise, the reward is minimal. |
| | |- |
| | {{GGST-ComboTableHeader}} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
Line 307: |
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| |damage = 113 | | |damage = 113 |
| |tensionGain = ~20% | | |tensionGain = ~20% |
| |difficulty = [2] {{clr|2|Easy}} | | |difficulty = Easy |
| |notes = 6P Anti Air Punish. Have to almost be underneath opponent during {{clr|P|6P}} for {{clr|K|5K}} to land. | | |notes = 6P Anti Air Punish. Have to almost be underneath opponent during {{clr|P|6P}} for {{clr|K|5K}} to land. |
| |checkedVersion = 1.18 | | |recipePC = 88133 |
| | |checkedVersion = 1.33 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|P|5P}}/{{clr|P|2P}} (CH), {{clr|S|c.S}} > ... | | |combo = {{clr|P|6P}} (CH) > {{clr|D|236D}}, {{clr|K|5K}} > {{clr|S|dc.236S}} > {{clr|S|j.S}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|236H}} -> {{clr|H|H}} |
| |position = Anywhere | | |position = Roundstart |
| |difficulty = [3] {{clr|3|Medium}} | | |damage = 147 |
| |notes = On counterhit, {{clr|P|2P}} and {{clr|P|5P}} cause enough hitstun to link {{clr|S|c.S}}.
| | |tensionGain = ~30% |
| |checkedVersion = 1.18 | | |difficulty = Hard |
| | |notes = CH 6P Roundstart into wallbreak, |
| | |recipePC = 161474 |
| | |checkedVersion = 1.33 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|P|5P}}/{{clr|P|2P}} (CH), {{clr|K|2K}} > {{clr|D|2D}} > {{clr|P|236P}} | | |combo = {{clr|P|6P}} (CH) > {{clr|D|236D}}, {{clr|S|c.S}} > {{clr|S|236S}} > {{clr|S|j.S}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|236H}} -> {{clr|H|H}} |
| |position = Anywhere | | |position = Anywhere |
| |damage = 60 | | |damage = 152 |
| |difficulty = [3] {{clr|3|Medium}} | | |tensionGain = ~35% |
| |notes = When the opponent is too far away to link {{clr|S|c.S}}, link to {{clr|K|2K}} to get a hard knockdown and set up Shitsu. | | |difficulty = Medium |
| |checkedVersion = 1.18 | | |notes = CH 6P combo into wallbreak from midscreen/corner |
| | |recipePC = 161745 |
| | |checkedVersion = 1.33 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|P|5P}}/{{clr|P|2P}} (CH) > {{clr|H|6H}} > {{clr|H|236H}} -> {{clr|S|S}} | | |combo = {{clr|P|6P}} (CH) > {{clr|H|236H}}->{{clr|K|K}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|236H}}->{{clr|H|H}} |
| |position = Anywhere | | |position = Anywhere |
| |damage = 93 | | |damage = 147 |
| |difficulty = [2] {{clr|2|Easy}} | | |tensionGain = ~35% |
| |notes = The counterhit hitstun is enough for the gatling into {{clr|H|6H}} to combo. This makes {{clr|P|2P}} ~ {{clr|H|6H}} a solid sequence to buffer when challenging on defense. | | |difficulty = Easy |
| |checkedVersion = 1.18 | | |notes = Meterless CH 6P combo. |
| }} | | |recipePC = 188024 |
| | |checkedVersion = 1.33 |
| | }} |
| |- | | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|P|6P}} (CH) > {{clr|S|236[S]}}, > {{clr|K|j.K}} > {{clr|D|j.D}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|236H}}->{{clr|H|H}}, (WS) > {{clr|H|236H}}~{{clr|H|H}} |
| | |position = Corner |
| | |damage = 208 |
| | |tensionGain = ~40% |
| | |difficulty = Easy |
| | |notes = Meterless CH 6P combo at the wall. Leads into a wallbreak. The final kara {{clr|H|Rin}} can be subsituted for any wallbreak ender if the link is too difficult. |
| | |recipePC = 188026 |
| | |checkedVersion = 1.33 |
| | }} |
| |} | | |} |
|
| |
|
| ==={{clr|K|K}} Starters===
| | '''{{clr|K|Kick}} Starters''' |
| {{clr|K|5K}} and {{clr|K|2K}} only combo into {{clr|P|6P}} and {{clr|D|2D}}. {{clr|K|5K}} > {{clr|P|6P}} will only combo at point-blank range, and it will never be better than going into {{clr|D|2D}}. | | |
| {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" | | {{clr|K|5K}} and {{clr|K|2K}} are usually interchangeable as starters. Some combos may require dash momentum if started with {{clr|K|5K}}. |
| | |
| | {| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center" |
| | ! colspan="10" |'''{{clr|K|5K}}/{{clr|K|2K}} ''' |
| | Due to {{clr|K|Kick}} buttons ability to gatling into {{clr|D|2D}}, the reward of a {{clr|K|5K}} or {{clr|K|2K}} can be relatively high if confirmed properly. In most situations, {{clr|K|Kick}} buttons will be comboed into {{clr|D|2D}} and followed by either {{clr|P|Shitsu}} for oki, or {{clr|S|Kou}} for a combo. |
| |- | | |- |
| {{GGST-ComboTableHeader}} | | {{GGST-ComboTableHeader}} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|H|6H}} |
| | |position = Anywhere |
| | |difficulty = Very Easy |
| | |damage = 54/67 |
| | |tensionGain = 7-8% |
| | |worksOn = Everyone |
| | |notes = In ranges where {{clr|D|2D}} does not reach, {{clr|H|6H}} is ideal for knocking down the opponent. Otherwise, it is inferior to the former. |
| | |checkedVersion = 1.33 |
| | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
Line 351: |
Line 375: |
| |damage = 54 | | |damage = 54 |
| |tensionGain = ~5% | | |tensionGain = ~5% |
| |difficulty = [1] {{clr|1|Very Easy}} | | |difficulty = Very Easy |
| |notes = Simple setup for Shitsu pressure. | | |notes = Simple setup for Shitsu pressure. Delay Shitsu depending on distance. |
| |checkedVersion = 1.18 | | |recipePC = 88150 |
| | |checkedVersion = 1.33 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > OTG {{clr|H|236H}}->{{clr|K|K}} | | |combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > OTG {{clr|H|236H}}->{{clr|K|K}} > {{clr|S|c.S}} (meaty) |
| |position = Anywhere | | |position = Anywhere |
| |damage = 72 | | |damage = 72 |
| |tensionGain = ~10% | | |tensionGain = ~10% |
| |difficulty = [1] {{clr|1|Very Easy}} | | |difficulty = Very Easy |
| |notes = After hop, Anji will have enough advantage to hit a meaty {{clr|S|c.S}}. | | |notes = After hop, Anji will have enough advantage to hit a meaty {{clr|S|c.S}}, or {{clr|K|2K}} to loop the sequence. |
| |checkedVersion = 1.18 | | |recipePC = 88153 |
| | |checkedVersion = 1.33 |
| }} | | }} |
| |- | | |- |
Line 371: |
Line 397: |
| |damage = 87/110 | | |damage = 87/110 |
| |tensionGain = ~10% | | |tensionGain = ~10% |
| |difficulty = [1] {{clr|1|Very Easy}} | | |difficulty = Very Easy |
| |notes = Simple 5K Kou Combo. {{clr|D|j.D}} can start damaging wallbounce combos when near the wall. If the wall isn't nearby, use an airdash j.X (whiff) to land fast enough to hit the opponent with a meaty {{clr|S|c.S}} as they recover. | | |notes = Simple 5K Kou Combo. {{clr|D|j.D}} can start damaging wallbounce combos when near the wall. If the wall isn't nearby, use an airdash j.X (whiff) to land fast enough to hit the opponent with a meaty {{clr|S|c.S}} as they recover. |
| |checkedVersion = 1.18 | | |recipePC = 88165 |
| | |checkedVersion = 1.33 |
| }} | | }} |
| |- | | |- |
Line 382: |
Line 409: |
| |tensionGain = | | |tensionGain = |
| |worksOn = Everyone* | | |worksOn = Everyone* |
| |difficulty = [3] {{clr|3|Medium}} | | |difficulty = Medium |
| |notes = *Most consistent on Sol, Faust, and Heavyweights; requires dash momentum and/or a slight partial charge on {{clr|S|236S}} against all other characters. Can be converted into a wall bounce combo if the spacing is correct. | | |notes = Requires dash momentum and/or a slight partial charge on {{clr|S|236S}}. Can be converted into a wall bounce combo if the spacing is correct. |
| |checkedVersion = 1.18 | | |recipePC = 88166 |
| | |checkedVersion = 1.33 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|K|5K}}/{{clr|K|2K}} (CH), {{clr|S|c.S}} > ... | | |combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|236S}} > dl.{{clr|K|j.K}}, > (microdash) {{clr|K|5K}} > {{clr|D|236D}} > {{clr|K|5K}} > {{clr|H|5H}} > {{clr|H|236H}}->{{clr|H|H}} |
| |position = Anywhere | | |position = Anywhere |
| |difficulty = [3] {{clr|3|Medium}} | | |damage = 173/147 |
| |notes = Counterhit hitstun allows linking into c.S, or comboing into {{clr|H|6H}} or {{clr|H|236H}}. | | |tensionGain = 40%~ |
| |checkedVersion = 1.18 | | |worksOn = Everyone |
| | |difficulty = Hard |
| | |notes = Wallbreak from {{clr|K|5K/2K}} from midscreen. Combo may need to be extended with a dc.{{clr|S|236}} after the {{clr|D|236D}} if not spaced next to the wall. |
| | |recipePC = 161754 |
| | |checkedVersion = 1.33 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|236S}} > dl.{{clr|K|j.K}}, > (microdash) {{clr|K|5K}} > {{clr|D|236D}} > {{clr|K|5K}} > dc.{{clr|S|236S}} > {{clr|K|j.K}} > {{clr|D|j.D}} > {{clr|S|2S}} > {{clr|H|236H}}->{{clr|H|H}} |
| | |position = Back to Corner |
| | |damage = 173/150 |
| | |tensionGain = 40%~ |
| | |worksOn = Everyone |
| | |difficulty = Very Hard |
| | |notes = Same combo as the above if further away from the corner. |
| | |recipePC = 186794 |
| | |checkedVersion = 1.33 |
| }} | | }} |
| |- | | |- |
| |} | | |} |
|
| |
|
| ==={{clr|S|S}} Starters===
| | '''{{clr|S|Slash}} Starters''' |
| {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" | | |- |
| | Your biggest reward typically comes off of Anji's {{clr|S|Slash}} buttons, with {{clr|S|c.S}} in particular being very rewarding. Off of further hits with {{clr|S|f.S}} however, Anji cannot get much without meter. This changes with Counter Hit, where {{clr|S|f.S}} gains much higher reward with a kara cancelled {{clr|S|Nagiha}}. |
| | |
| | {| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center" |
| | ! colspan="10" |'''{{clr|S|c.S/f.S}} ''' |
| | {{clr|S|2S}} can also lead into {{clr|H|5H}} on hit, which makes the button a fine subsitute for {{clr|S|c.S}} or {{clr|S|f.S}} on hit. Be wary of the increased gravity scaling {{clr|S|2S}} brings to the combo, however. |
| | |
| | {{clr|S|f.S}} at mid range can also combo into {{clr|H|5H}}. At far/tip range, only {{clr|H|Fuujin}} will combo on normal hit. |
| |- | | |- |
| {{GGST-ComboTableHeader}} | | {{GGST-ComboTableHeader}} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|236H}}->{{clr|S|S}} | | |combo = {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|236[S]}} > {{clr|D|j.D}} > dc.{{clr|S|j.S}} > {{clr|S|c.S}}/{{clr|S|f.S}}/{{clr|K|5K}} > ({{clr|H|5H}}) > {{clr|H|236H}}-> (WS) {{clr|H|H}} |
| |position = Anywhere | | |position = Midscreen |
| |damage = 84 | | |damage = 235 |
| |tensionGain = ~20% | | |tensionGain = 48% |
| |difficulty = [1] {{clr|1|Very Easy}} | | |difficulty = Hard |
| |notes = Simple combo into soft knockdown if you're not close to the opponent. Works from any range. | | |notes = B&B high damaging, high meter gain midscreen combo from {{clr|S|c.S}} starter. The combo wallsplats after {{clr|H|Fuujin}}, so if you have enough meter, replace {{clr|H|Rin}} with {{clr|K|Issokutobi}}, then a wallbreak with a kara canceled {{clr|H|Fuujin}} into {{clr|H|Issei Ougi: Sai}} may be possible. |
| |checkedVersion = 1.18 | | |recipePC = 161461 |
| | |checkedVersion = 1.33 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|S|c.S}} > {{clr|D|2D}} > {{clr|S|236S}} (, {{clr|D|j.D}}) or (airdash, j.X (whiff), {{clr|S|c.S}} (meaty)) | | |combo = {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|236[S]}} > {{clr|D|j.D}} jc > {{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|S|j.S}} > {{clr|S|c.S}} > {{clr|H|5H}} (WS) > {{clr|H|236H}}~{{clr|H|H}} |
| |position = Anywhere | | |position = Corner |
| |damage = 131 | | |damage = 239 |
| |tensionGain = ~15% | | |tensionGain = ~45% |
| |worksOn = Everyone | | |worksOn = Everyone |
| |difficulty = [2] {{clr|2|Easy}} | | |difficulty = Medium |
| |notes = The premier close-range meterless {{clr|S|c.S}} combo. Can be converted into a wall bounce combo if the spacing is correct. For Millia, Giovanna, and Jack-O, the {{clr|S|236S}} needs to be held just the tiniest bit. | | |notes = High damage corner combo off {{clr|S|c.S}}. The combo wallsplats after {{clr|H|5H}}, so if you wish to break the wall with {{clr|D|236D}} or {{clr|H|632146H}}, replace {{clr|H|Rin}} with {{clr|K|Issokutobi}}. |
| |checkedVersion = 1.18 | | |recipePC = 161468 |
| | |checkedVersion = 1.33 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = (dash) {{clr|S|c.S}} > {{clr|D|2D}} > {{clr|S|236S}}, {{clr|K|j.K}} > {{clr|D|j.D}} | | |combo = {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|D|236[D]}} > {{clr|H|2H}} > {{clr|S|236{S} }} > {{clr|S|c.S}} > {{clr|D|j.D}} > {{clr|S|c.S}} {{clr|H|5H}} > {{clr|H|236H}} (WS)->{{clr|H|H}} |
| |position = Anywhere | | |position = Anywhere |
| |damage = 142 | | |damage = 228 |
| |tensionGain = ~20% | | |tensionGain = |
| |worksOn = Everyone* | | |worksOn = Everyone |
| |difficulty = [3] {{clr|3|Medium}} | | |difficulty = Medium |
| |notes = *Most consistent on heavy weights; Dash momentum and/or a slight partial charge on {{clr|S|236[S]}} is required for most light and middleweight characters. Extension of the above combo but much less consistent. Can be converted into a wall bounce combo if the spacing is correct.
| | |notes = Combo may wallsplat earlier depending on spacing from the wall. Depending on your starting meter, you may be able to replace the wallbreak {{clr|H|Rin}} with {{clr|H|Issei Ougi: Sai}} |
| |checkedVersion = 1.18 | | |recipePC = 161713 |
| | |checkedVersion = 1.33 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|S|c.S}} > {{clr|H|5H}}/{{clr|H|6H}} > {{clr|H|236H}}->{{clr|S|S}} | | |combo = {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|236[S]}} > {{clr|H|66FRC j.H}} (whiff) > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236[S]}} > {{clr|D|j.D}} |
| |position = Anywhere
| | |position = Back to Corner |
| |damage = 131
| | |damage = 228 |
| |tensionGain =
| | |tensionGain = 45% (Post RC) |
| |difficulty = [1] {{clr|1|Very Easy}}
| | |difficulty = Hard |
| |notes = Use this over {{clr|D|2D}} > {{clr|S|236S}} if {{clr|S|c.S}} is not hit point blank. Fuujin will combo after the 3rd hit of {{clr|H|6H}}. See [[GGST/Anji_Mito#6H|this]] for more info about Anji's {{clr|H|6H}}.
| | |notes = Extremely potent sideswitching wall combo. {{clr|H|66FRC j.H}} (whiff) will sideswitch any combo at any part of the screen except facing the corner. |
| |video = [https://youtu.be/AmH1URw-AGI Youtube] | | |recipePC = 165342 |
| |checkedVersion = 1.18 | | |checkedVersion = 1.33 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|S|c.S}} > {{clr|H|5H}}/{{clr|H|6H}} > {{clr|H|236H}}->{{clr|S|S}}, {{clr|1|66PRC}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236[S]}} | | |combo = {{clr|S|f.S}} > {{clr|D|236D}} > {{clr|H|5H}} > {{clr|S|236[S]}}> {{clr|S|j.S}} > {{clr|S|f.S}} > {{clr|H|236H}}->{{clr|H|H}} (WS) {{clr|H|236H}}~{{clr|H|H}} |
| |position = Anywhere | | |position = Roundstart |
| |damage = 185 | | |damage = 162 |
| |tensionGain = | | |tensionGain = |
| |difficulty = [2] {{clr|3|Medium}} | | |difficulty = Medium |
| |notes = Use Purple Roman cancel to get a hard knockdown or an opportunity for a wall break when around midscreen. | | |notes = Roundstart meter optimal combo. Make use of buffering {{clr|D|236D}} after swinging {{clr|S|f.S}} and hitconfirm on hit, or continue pressure on block. |
| |checkedVersion = 1.18 | | |
| }} | | If the {{clr|H|Rin}} wallbreak is proving too tight, use any other preferred wallbreak such as dash {{clr|H|5H}} or {{clr|D|5[D]}} |
| | |recipePC = 161443 |
| | |checkedVersion = 1.33 |
| | }} |
| | |} |
| | |
| | {| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center" |
| | ! colspan="10" |'''CH {{clr|S|c.S}}/{{clr|S|f.S}} ''' |
| | On Counter Hit, {{clr|S|c.S}} will also lead into {{clr|H|2H}}, which can be a preferred launcher in more niche scenarios. |
| | |
| | Also on Counter Hit, {{clr|S|f.S}} becomes far more rewarding, being able to be comboed into a kara cancelled {{clr|S|Nagiha}} at any range, leading into a wallbreak in most situations. |
| | |- |
| | {{GGST-ComboTableHeader}} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|S|c.S}} (AA/CH/crouching) > {{clr|H|2H}} > {{clr|S|236[S]}} | | |combo = (CH) {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|236[H]}} > {{clr|K|K}}, {{clr|S|c.S}} > dc.{{clr|S|236S}}, > {{clr|K|j.K}} > {{clr|D|j.D}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|236H}}-> (WS) {{clr|H|H}} |
| |position = Anywhere | | |position = Anywhere |
| |damage = 131 | | |damage = 238 |
| |tensionGain = | | |tensionGain = 50% |
| |worksOn = Everyone
| | |difficulty = Hard |
| |difficulty = [2] {{clr|2|Easy}} | | |notes = A core midscreen counterhit combo from c.S. |
| |notes = {{clr|S|c.S}} will combo into {{clr|H|2H}} on counterhit, aerial hit, or when the opponent is crouching. Finish with {{clr|H|j.HS}} for additional damage or land to set up a meaty {{clr|S|c.S}}. | | |
| |checkedVersion = 1.18 | | Adjustments may need to be made depending on spacing from the corner. {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|236S}} > [...] also works and allows going into {{clr|S|Kou}} loops in such cases. |
| | |recipePC = 161456 |
| | |checkedVersion = 1.33 |
| }} | | }} |
| |- | | |- |
Line 471: |
Line 539: |
| |damage = 184 | | |damage = 184 |
| |tensionGain = ~40% | | |tensionGain = ~40% |
| |worksOn = Lightweight characters will be pushed too far forward for the second {{clr|S|c.S}} to connect. Substituting {{clr|K|2K}} > {{clr|S|236S}} in those spaces may work. | | |worksOn = Everyone |
| |difficulty = [3] {{clr|3|Medium}} | | |difficulty = Medium |
| |notes = High damage counterhit {{clr|S|c.S}} combo. | | |notes = High damage counterhit {{clr|S|c.S}} combo. |
| |checkedVersion = 1.18 | | |recipePC = 88203 |
| | |checkedVersion = 1.33 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|S|c.S}} (CH) > {{clr|H|2H}} > {{clr|S|236[S]}}, {{clr|K|2K}} > {{clr|H|236H}}->{{clr|H|H}} | | |combo = {{clr|S|f.S}} (CH) > {{clr|H|236H}}~{{clr|S|S}} > {{clr|S|c.S}} > dc.{{clr|S|236S}} > {{clr|K|j.K}} > {{clr|D|j.D}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|236H}}-> (WS) {{clr|H|H}} |
| |position = Anywhere | | |position = Roundstart |
| |damage = 184 | | |damage = 189 |
| |tensionGain = | | |tensionGain = ~47% |
| |worksOn = Everyone except Faust, I-No | | |worksOn = Everyone |
| |difficulty = [3] {{clr|3|Medium}} | | |difficulty = Hard |
| |notes = Highest damage meterless, wall-less CH {{clr|S|c.S}} combo for Millia and Giovanna. | | |notes = Roundstart meter and damage optimal off a counterhit {{clr|S|f.S}}. |
| |checkedVersion = 1.18 | | |recipePC = 167551 |
| | |checkedVersion = 1.33 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|S|c.S}} (CH) > {{clr|H|2H}} > {{clr|S|236[S]}}, {{clr|K|2K}} > {{clr|S|236S}} | | |combo = {{clr|S|f.S}} (CH) > {{clr|H|5H}} > {{clr|H|236[H]}}->{{clr|K|K}} > {{clr|S|c.S}} > dc.{{clr|S|236S}} > {{clr|K|j.K}} > (microwalk) {{clr|S|c.S}} > {{clr|H|236H}}-> (WS) {{clr|H|H}} |
| |position = Anywhere | | |position = Midscreen |
| |damage = 182 | | |damage = 207 |
| |tensionGain = | | |tensionGain = 50% |
| |worksOn = Doesn't work on Faust, May, Ram, Giovanna, I-No | | |worksOn = Everyone |
| |difficulty = [3] {{clr|3|Medium}} | | |difficulty = Hard |
| |notes = Highest damage meterless, wall-less CH {{clr|S|c.S}} combo for Millia. | | |notes = Can be finished with {{clr|H|Issei Ougi: Sai}} for more damage due to the high meter gain. |
| |checkedVersion = 1.18 | | |recipePC = 161723 |
| | |checkedVersion = 1.33 |
| }} | | }} |
| |- | | |- |
| |} | | |} |
|
| |
|
| ==={{clr|H|H}} Combos===
| | '''{{clr|H|Heavy Slash}} Starters''' |
| After a counterhit {{clr|H|5H}} or counterhit {{clr|H|2H}}, the best route depends on the opponent's character and the distance from the wall, but it will usually be best to find some wallbounce continuation. Anything after a Kou in the routes below can be substituted with whatever strings keep your opponent airborne and taking damage. Routes become very flexible once the wall is involved.
| | |
| {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" | | Both of Anji's non-command normal {{clr|H|Heavy Slash}} buttons are launchers, which commonly allows for a followup with {{clr|S|Kou}} for an extension. On counterhit, {{clr|H|5H}} can lead into a charged {{clr|H|Fuujin}} hit, allowing for high corner carry with a followup with {{clr|K|Issokutobi}}. |
| | |
| | {| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center" |
| | ! colspan="10" |'''{{clr|H|5H}}/{{clr|H|2H}} ''' |
| |- | | |- |
| {{GGST-ComboTableHeader}} | | {{GGST-ComboTableHeader}} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|H|5H}} > {{clr|H|236H}}->{{clr|S|S}} | | |combo = {{clr|H|5H}} > {{clr|H|236H}}->{{clr|H|H}} or dl.{{clr|S|S}} |
| |position = Anywhere | | |position = Anywhere |
| |damage = 100 | | |damage = 101/95 |
| |tensionGain = ~20% | | |tensionGain = ~20% |
| |worksOn = Everyone | | |worksOn = Everyone |
| |difficulty = [1] {{clr|1|Very Easy}} | | |difficulty = Very Easy |
| |notes = {{clr|H|5H}} doesn't lead to much. | | |notes = Use Rin for damage, or Nagiha for the KD |
| |checkedVersion = 1.18 | | |recipePC = 92786 |
| | |checkedVersion = 1.33 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|H|5H}} > {{clr|H|236H}}->{{clr|S|S}}, 66{{clr|H|RRC}}, {{clr|S|c.S}} > {{clr|S|236S}}, {{clr|S|c.S}} > {{clr|S|236S}} | | |combo = {{clr|H|5H}} > {{clr|S|236[S]}}, {{clr|S|c.S}} > dc.{{clr|S|236S}}, {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|236H|}}->{{clr|H|H}} |
| |position = Anywhere | | |position = Anywhere |
| |damage = 180 | | |damage = 189 |
| |tensionGain = RC+20% | | |worksOn = Everyone |
| |worksOn = ?? | | |difficulty = Medium |
| |difficulty = [2] {{clr|2|Easy}} | | |notes = Around midscreen, this combo will wallstick after {{clr|H|Rin}}, allowing for any wallbreak, including another {{clr|H|Rin}} if your timing on the link is good enough. |
| |notes = RC 5H Combo that does decent damage. | | |recipePC = 188034 |
| |checkedVersion = 1.18 | | |checkedVersion = 1.33 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|H|5H}} > {{clr|H|236H}}~{{clr|S|S}} > {{clr|S|c.S}} > dc.{{clr|S|236S}} > {{clr|K|j.K|}} > {{clr|D|j.D}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|236H}}(WS)->{{clr|H|H}} |
| | |position = Midscreen |
| | |damage = 189 |
| | |worksOn = Everyone |
| | |tensionGain = ~47% |
| | |difficulty = Medium |
| | |notes = {{clr|H|5H}} can pickup into kara Nagiha from ranges where straight into {{clr|S|Kou}} would not. Its also more consistent at the cost of damage. Due to how this combo wallsticks after {{clr|H|Fuujin}}, you may elect to use {{clr|K|Issokutobi}} and go for a Kara {{clr|H|Rin}} wallbreak for slightly more meter. |
| | |recipePC = 188035 |
| | |checkedVersion = 1.33 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|H|2H}} > {{clr|S|236[S]}}, {{clr|S|c.S}} > {{clr|S|236{S} }}, {{clr|K|2K}} > {{clr|S|236S}} | | |combo = {{clr|H|2H}} > {{clr|S|236[S]}}, {{clr|S|c.S}} > kara dash cancel > {{clr|S|236{S} }}, {{clr|K|2K}} > {{clr|S|236S}} |
| |position = Anywhere | | |position = Anywhere |
| |damage = 178 | | |damage = 178 |
| |tensionGain = ~35% | | |tensionGain = ~35% |
| |worksOn = ?? | | |worksOn = Everyone |
| |difficulty = [4] {{clr|4|Hard}} | | |difficulty = Hard |
| |notes = Anji can get three Kou on most characters. The second Kou must be charged long enough that {{clr|K|2K}} can connect, but not so long that it hits OTG. Works on {{clr|H|2H}} (CH) as well. | | |notes = The second Kou must be charged long enough that {{clr|K|2K}} can connect, but not so long that it hits OTG. Works on {{clr|H|2H}} (CH) as well. |
| |checkedVersion = 1.18 | | |recipePC = 92794 |
| | |checkedVersion = 1.33 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|H|2H}} > {{clr|S|236[S]}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236[S]}}, {{clr|K|5K}} > {{clr|H|236H}} | | |combo = {{clr|H|2H}} > {{clr|S|236[S]}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236[S]}}, {{clr|K|5K}} > {{clr|H|236H}}->{{clr|H|H}} |
| |position = Anywhere | | |position = Anywhere |
| |damage = 188 | | |damage = 188 |
| |tensionGain = 35-40% | | |tensionGain = 35-40% |
| |worksOn = ?? | | |worksOn = Everyone |
| |difficulty = [3] {{clr|3|Medium}} | | |difficulty = Medium |
| |notes = Kou loop with Fuujin ender. Works anywhere on screen. | | |notes = Kou loop with Fuujin ender. Works anywhere on screen. |
| |checkedVersion = 1.18 | | |recipePC = 92795 |
| | |checkedVersion = 1.33 |
| | }} |
| | |- |
| | |} |
| | {| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center" |
| | ! colspan="10" |'''CH {{clr|H|5H}}/{{clr|H|2H}} ''' |
| | Off of a Counter Hit {{clr|H|5H}}, you may elect to go into a fully charged {{clr|H|Fuujin}}. This provides excellent corner carry and will lead almost any combo directly into a wallbreak unless done from the other side of the stage. |
| | |
| | You may also elect to use a kara cancelled {{clr|K|Issokutobi}} for slightly less corner carry and a bit more damage in some situations. |
| | |- |
| | {{GGST-ComboTableHeader}} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|H|5H}} (CH) > {{clr|H|236[H]}}->{{clr|K|K}}, {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|236{H} }}->{{clr|H|H}} |
| | |position = Anywhere |
| | |damage = 158 |
| | |tensionGain = ~45% |
| | |worksOn = Everyone |
| | |difficulty = Easy |
| | |notes = Basic CH {{clr|H|5H}} confirm. |
| | |recipePC = 92788 |
| | |checkedVersion = 1.33 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|H|5H}} (CH) > {{clr|H|236[H]}}->{{clr|K|K}}, {{clr|S|c.S}} > dc.{{clr|S|236S}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236{H}}}->{{clr|H|H}} |
| | |position = Anywhere |
| | |damage = 183 |
| | |tensionGain = |
| | |worksOn = Everyone |
| | |difficulty = Easy |
| | |notes = |
| | |recipePC = 92790 |
| | |checkedVersion = 1.33 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|H|5H}} (CH) > {{clr|H|236[H]}}->{{clr|K|K}}, {{clr|S|c.S}} > dc.{{clr|S|236S}}, dl.{{clr|D|j.D}}, {{clr|S|c.S}} >{{clr|H|5H}} > {{clr|H|236H}}(WS)->{{clr|K|K}} > {{clr|H|236H}}~{{clr|H|H}} |
| | |position = Round Start |
| | |damage = 221 |
| | |tensionGain = ~49% |
| | |worksOn = Everyone |
| | |difficulty = Hard |
| | |notes = Extremely potent, but will need adjusting depending on distance from the wall. |
| | |
| | Use {{clr|D|5[D]}} to break the wall for 2 more damage and slightly less meter gain. If you start the combo with any amount of meter, you will be able to break the wall with a kara cancelled Fuujin into {{clr|H|Issei Ougi: Sai}} ({{clr|H|236~32146H}}) for 232 damage. |
| | |recipePC = 188038 |
| | |checkedVersion = 1.33 |
| }} | | }} |
| |- | | |- |
Line 555: |
Line 691: |
| |position = Corner | | |position = Corner |
| |damage = 199 | | |damage = 199 |
| |tensionGain = 40% + WS | | |tensionGain = ~40% |
| |worksOn = ?? | | |worksOn = |
| |difficulty = [2] {{clr|2|Easy}} | | |difficulty = Medium |
| |notes = Much easier {{clr|H|2H}} CH than below. | | |notes = 2H CH Kou loop combo for the corner. |
| |checkedVersion = 1.18 | | |recipePC = 92798 |
| | |checkedVersion = 1.33 |
| }} | | }} |
| | |} |
| | {| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center" |
| | ! colspan="10" |'''CH {{clr|H|6H}} ''' |
| | Without CH, {{clr|H|6H}} has no combo potential outside of meter usage, and even then, combos involving it can be extremely precise and/or character dependent-- as well as dependent on which hit of {{clr|H|6H}} actually starts the combo. For this reason, the longer combos that may be listed below can be very inconsistent and probably aren't worth learning, but are stored here for completeness sake. |
| | |- |
| | {{GGST-ComboTableHeader}} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|H|2H}} (CH) > {{clr|S|236[S]}}, {{clr|D|j.D}} (WB), {{clr|S|c.S}} > {{clr|S|236S}}, {{clr|D|j.D}} (WB), {{clr|S|c.S}} > {{clr|S|236S}} (WS) | | |combo = {{clr|H|6H}} (CH), {{clr|K|5K}} > {{clr|H|236H}}->{{clr|K|K}} |
| |position = Corner | | |position = Anywhere |
| |damage = 210 | | |damage = 91 |
| |tensionGain = 45% + WS | | |tensionGain = ~15% |
| |worksOn = ??
| | |difficulty = Hard |
| |difficulty = [4] {{clr|4|Hard}} | | |notes = Use Rin instead of Issokutobi for 25 additional damage and 21% tension gain. |
| |notes = Spacing and timing specific. {{clr|H|2H}} needs to land around a back dash away from opponent. {{clr|D|j.D}} should be slightly delayed so opponent doesn't bounce off the wall and over Anji's head, but not too delayed that the opponent lands before Anji does. The timing for {{clr|D|j.D}} after Kou is the same for both. | | |recipePC = 177038 |
| |checkedVersion = 1.18 | | |checkedVersion = 1.33 |
| }} | | }} |
| |- | | |- |
Line 576: |
Line 719: |
|
| |
|
| ===Jump-in Starters=== | | ===Jump-in Starters=== |
| {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center" |
| | ! colspan="10" |'''{{clr|P|j.P}}/{{clr|S|j.S}}/{{clr|H|j.H}} ''' |
| |- | | |- |
| {{GGST-ComboTableHeader}} | | {{GGST-ComboTableHeader}} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|S|j.S}}/{{clr|H|j.H}} > {{clr|S|c.S}} > ... | | |combo = {{clr|S|j.S}}/{{clr|H|j.H}}, {{clr|S|c.S}} > ... |
| |position = Anywhere | | |position = Anywhere |
| |tensionGain = | | |tensionGain = |
| |worksOn = Everyone | | |worksOn = Everyone |
| |difficulty = [2] {{clr|2|Easy}} | | |difficulty = Easy |
| |notes = {{clr|S|j.S}}/{{clr|H|j.H}} needs to hit deep for this to combo. | | |notes = {{clr|S|j.S}}/{{clr|H|j.H}} needs to hit deep for this to combo. |
| |checkedVersion = 1.18 | | |checkedVersion = 1.33 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = IAD > {{clr|P|j.P}} > {{clr|P|j.P}} > {{clr|K|2K}}/{{clr|S|c.S}} > ... | | |combo = IAD > {{clr|P|j.P}} > {{clr|P|j.P}}, {{clr|K|2K}}/{{clr|S|c.S}} > ... |
| |position = Anywhere | | |position = Anywhere |
| |tensionGain = | | |tensionGain = |
| |worksOn = Everyone | | |worksOn = Everyone |
| |difficulty = [3] {{clr|3|Medium}} | | |difficulty = Medium |
| |notes = For crouching characters and really short characters, start with a single deep {{clr|P|j.P}} instead. It may be easier to punish certain moves, like {{MMC|chara=Sol Badguy|game=GGST|input=236P|label=Gunflame}}, with {{clr|P|j.P}} than with {{clr|S|j.S}}. You can only get two {{clr|P|j.P}}s against standing opponents. For crouching characters and really short characters, start with a single deep {{clr|P|j.P}} instead. | | |notes = It may be easier to punish certain moves, like {{MMC|chara=Sol Badguy|game=GGST|input=236P|label=Gunflame}}, with {{clr|P|j.P}} than with {{clr|S|j.S}}. You can only get two {{clr|P|j.P}}s against standing opponents. For crouching characters and really short characters, start with a single deep {{clr|P|j.P}} instead. |
| |checkedVersion = 1.18 | | |checkedVersion = 1.33 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|H|j.H}}/{{clr|S|j.S}} (CH) > land, dash {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236[S]}} > ... | | |combo = {{clr|H|j.H}}/{{clr|S|j.S}} (CH), {{clr|H|5H}} > {{clr|S|236[S]}} > {{clr|S|j.D}} > dc.{{clr|S|j.S}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|236H}}(WS)->{{clr|H|H}} > ... |
| |position = Anywhere | | |position = Anywhere |
| |tensionGain = | | |damage = 202 |
| | |tensionGain = 35% |
| |worksOn = Everyone | | |worksOn = Everyone |
| |difficulty = [3] {{clr|2|Easy}} | | |difficulty = Medium |
| |notes = If you find yourself not quite in range for the {{clr|S|c.S}} to connect, the CH slowdown lets you dash in slightly. | | |recipePC = 161888 |
| |checkedVersion = 1.18 | | |notes = Due to the CH slowdown of {{clr|S|j.S}} and {{clr|H|j.H}}, Anji has enough time to followup with {{clr|H|5H}} for a combo. |
| | |checkedVersion = 1.33 |
| }} | | }} |
| |-
| |
| |} | | |} |
|
| |
|
| ===Special Starters=== | | ===Special Starters=== |
| {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center" |
| | ! colspan="10" |'''{{clr|H|Fuujin (236H)}} |
| | On hit, {{clr|H|Fuujin}} will only gaplessly combo into {{clr|S|Nagiha}}, limiting your combo options. Usually, you won't get a hit with raw Fuujin, so these combos may not be as important as the others written below. |
| |- | | |- |
| {{GGST-ComboTableHeader}} | | {{GGST-ComboTableHeader}} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = k.{{clr|H|236H}}->{{clr|H|H}} (CH), {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236S}} | | |combo = {{clr|H|236H}}->{{clr|S|S}}, > {{clr|K|5K}} > dc.{{clr|S|236S}} > dl.{{clr|D|j.D}} > {{clr|K|5K}} > {{clr|H|236H}}->{{clr|H|H}}(WS) > {{clr|H|236H}}~{{clr|H|H}} |
| |position = Anywhere | | |position = Anywhere |
| |damage = 132 | | |damage = 202 |
| |tensionGain = ~30% | | |tensionGain = ~30% |
| |worksOn = ?? | | |worksOn = Everyone |
| |difficulty = [2] {{clr|2|Easy}} | | |difficulty = Very Hard |
| |notes = CH combo off of Rin | | |notes = Very precise. {{clr|K|5K}} link after Nagiha, a slight hold on and the {{clr|D|j.D}} must be delayed as to not whiff, but also wallbounce. |
| |checkedVersion = 1.18 | | |recipePC = 188046 |
| | |checkedVersion = 1.33 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|H|236H}}->{{clr|S|S}}, {{clr|K|5K}} > {{clr|H|236H}}->{{clr|K|K}} > {{clr|S|c.S}} (meaty) |
| | |position = Anywhere |
| | |damage = 89 |
| | |tensionGain = ~20% |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = Standard {{clr|H|Fuujin}} combo. Use {{clr|H|Rin}} for damage, {{clr|K|Issokutobi}} to setup {{clr|S|c.S}} meaty. |
| | |recipePC = 188047 |
| | |checkedVersion = 1.33 |
| | }} |
| | |- |
| | |} |
| | {| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center" |
| | ! colspan="10" |'''{{clr|S|Nagiha}} {{clr|H|(236H}}->{{clr|S|S)}} |
| | On hit, {{clr|S|Nagiha}} can be far more rewarding than {{clr|H|Fuujin}} due to the high float on hit, certain spacings (most often in the corner, or following a Kara {{clr|S|Nagiha}} will allow you to pickup with {{clr|S|c.S}} and lead into a damaging combo. |
| | |- |
| | {{GGST-ComboTableHeader}} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|H|236H}}~{{clr|S|S}}, > {{clr|S|c.S}} > dc.{{clr|S|236S}}, > {{clr|K|j.K}} > {{clr|D|j.D}} > {{clr|S|c.S}}/{{clr|S|f.S}}/{{clr|S|2S}}/{{clr|K|5K}} > {{clr|H|5H}} > {{clr|H|236H}} (WS)->{{clr|H|K}} {{clr|H|236H~H}} |
| | |position = Anywhere |
| | |damage = 172 |
| | |tensionGain = ~40% |
| | |worksOn = Everyone |
| | |difficulty = Hard |
| | |notes = If going for {{clr|S|c.S}} after {{clr|D|j.D}}, a microdash may be required. |
| | |recipePC = 188050 |
| | |checkedVersion = 1.33 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = k.{{clr|H|236H}}->{{clr|S|S}} (CH), {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236S}} | | |combo = {{clr|H|236H}}~{{clr|S|S}}, > {{clr|K|5K}} > {{clr|D|236D}} > {{clr|K|5K}} > dc.{{clr|S|236S}}, > {{clr|S|j.S}} > {{clr|S|c.S}} > {{clr|H|5H}} (WS) > {{clr|H|236H~H}} |
| |position = Anywhere | | |position = Anywhere |
| |damage = 127 | | |damage = 127 |
| |tensionGain = ~35% | | |tensionGain = ~35% |
| |worksOn = ?? | | |worksOn = Everyone |
| |difficulty = [2] {{clr|2|Easy}} | | |difficulty = Hard |
| |notes = CH combo off of Nagiha. Being close enough for {{clr|S|c.S}} will be rare. At farther ranges, either use {{clr|K|5K}} or uses the hard knockdown to throw Shitsu. | | |notes = Alternate version of the above combo if {{clr|S|Nagiha}} hits from further away, thus not allowing a {{clr|S|c.S}} pickup. |
| |checkedVersion = 1.18 | | |recipePC = 188052 |
| | |checkedVersion = 1.33 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|H|236H}}~{{clr|S|S}}, {{clr|S|c.S}} > dc.{{clr|S|236S}} > {{clr|K|j.K}} > {{clr|D|j.D}}, {{clr|S|2S}} > {{clr|H|5H}} > {{clr|H|236H}}->{{clr|K|K}} (WS) > {{clr|H|236H~H}} |
| | |position = Corner |
| | |damage = 157 |
| | |tensionGain = ~35% |
| | |worksOn = Everyone |
| | |difficulty = Easy |
| | |notes = Corner version of the combo(s) above. |
| | |recipePC = 188054 |
| | |checkedVersion = 1.33 |
| | }} |
| | |- |
| | |} |
| | {| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center" |
| | ! colspan="10" |'''{{clr|H|Rin}} {{clr|H|(236H}}->{{clr|H|H)}} |
| | On hit, {{clr|H|Rin}} has absolutely zero combo potential without meter. That said, these combos are especially potent, dealing large amounts of damage. |
| | |- |
| | {{GGST-ComboTableHeader}} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|H|236H}}~{{clr|H|H}}, {{clr|H|RRC}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236S}}, {{clr|D|j.D}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|236H}}->{{clr|K|K}} (WS) > {{clr|H|236H~H}} |
| | |position = Midscreen |
| | |damage = 211 |
| | |tensionGain = ~20% (Post RC) |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = Standard B&B conversion off any {{clr|H|Rin}} hit with meter. |
| | |recipePC = 188057 |
| | |checkedVersion = 1.33 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|H|236H}}~{{clr|H|H}}, {{clr|H|88RRC}} > {{clr|D|5[D]}} > {{clr|S|c.S}} > dc.{{clr|S|236S}}, > {{clr|D|j.D}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|236H}}->{{clr|H|H}} (WS) > {{clr|H|236H~H}} |
| | |position = Corner |
| | |damage = 222 |
| | |tensionGain = ~20% (Post RC) |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = Optimal {{clr|H|Rin}} damaging combo. |
| | |recipePC = 188057 |
| | |checkedVersion = 1.33 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|H|236H}}~{{clr|H|H}}, {{clr|H|RRC}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236[S]}}, > {{clr|D|j.D}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|236H}}->{{clr|K|K}} (WS) > {{clr|H|236H~H}} |
| | |position = Midscreen |
| | |damage = 211 |
| | |tensionGain = ~10% (Post RC) |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = Corner version of the first combo listed. |
| | |recipePC = 188062 |
| | |checkedVersion = 1.33 |
| }} | | }} |
| | |- |
| | {| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center" |
| | ! colspan="10" |'''{{clr|P|Shin: Ichishiki}} {{clr|H|(236H}}->{{clr|P|P)}} |
| | Combos from {{clr|P|Shin: Ichishiki}} are typically very short and very niche, and usually only result in setplay/okizeme with {{clr|P|Shitsu}} afterwards. On hit, {{clr|P|Shin: Ichishiki}} can combo into {{clr|K|2K}}, {{clr|D|2D}}, {{clr|S|2S}}, and {{clr|S|c.S}} (if point blank.) |
| | |
| | If you're absolutely craving for a combo post {{clr|P|Shin: Ichishiki}}, then your best bet will be to go into {{clr|D|2D}}, as {{clr|S|c.S}} has too much pushback to meaningfuly combo into anything meterlessly. |
| | |- |
| | {{GGST-ComboTableHeader}} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|H|236H}}->{{clr|S|S}}, 66{{clr|1|RRC}}, {{clr|S|c.S}} > {{clr|S|236S}}, {{clr|S|c.S}} > {{clr|H|236H}}->{{clr|H|H}} | | |combo = {{clr|H|236H}}~{{clr|P|P}}, > {{clr|K|2K}} > {{clr|D|2D}} > dl.{{clr|P|236P}} |
| |position = Anywhere | | |position = Anywhere |
| |damage = 162 | | |damage = 67 |
| |tensionGain = -40% | | |tensionGain = 10% |
| |worksOn = ?? | | |worksOn = Everyone |
| |difficulty = [2] {{clr|2|Easy}} | | |difficulty = Very Easy |
| |notes = RC Combo off of Nagiha. | | |notes = {{clr|P|Shin: Ichishiki}} hit into Okizeme with {{clr|P|Shitsu}}. |
| |checkedVersion = 1.18 | | |recipePC = 188064 |
| | |checkedVersion = 1.33 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|S|236S}}, {{clr|S|c.S}} > {{clr|S|236S}}, {{clr|K|5K}} > {{clr|H|236H}} | | |combo = {{clr|H|236H}}~{{clr|P|P}}, > {{clr|D|2D}} > {{clr|S|236S}}, > {{clr|K|j.K}} > {{clr|D|j.D}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|236H}} (WS)->{{clr|H|H}} |
| | |position = Corner |
| | |damage = 184 |
| | |tensionGain = ~35% |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = {{clr|P|Shin: Ichishiki}} hit into wallbreak in the corner. |
| | |recipePC = 188065 |
| | |checkedVersion = 1.33 |
| | |}} |
| | |} |
| | {| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center" |
| | ! colspan="10" |'''{{clr|S|Kou (236S)}} |
| | {{clr|S|Kou}} is a very potent button as an anti-air combo starter, as it will consistently lead into {{clr|S|c.S}} for a juggle, looping into itself for excellent corner carry with proper utilization of {{clr|S|Kou}} loops. |
| | |- |
| | {{GGST-ComboTableHeader}} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = AA {{clr|S|236[S]}} > {{clr|S|c.S}} > dc.{{clr|S|236S}} > {{clr|S|c.S}} > dc.{{clr|S|236S}} > {{clr|K|j.K}} > {{clr|K|5K}} > {{clr|H|236H}}->(WS){{clr|H|H}} |
| |position = Anywhere | | |position = Anywhere |
| |damage = 142 | | |damage = 197 |
| |tensionGain = ~30% | | |tensionGain = 40% |
| |worksOn = ?? | | |worksOn = Everyone |
| |difficulty = [3] {{clr|3|Medium}} | | |difficulty = Hard |
| |notes = {{clr|K|5K}} can sometime be tricky to land. | | |notes = Standard AA {{clr|S|Kou}} conversion. |
| |checkedVersion = 1.18 | | |recipePC = 188066 |
| | |checkedVersion = 1.33 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = AA {{clr|S|236S}} > {{clr|S|c.S}} > dc.{{clr|S|236S}} > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|H|236{H} }}->{{clr|H|H}} (WS) > {{clr|H|236H~H}} |
| | |position = Corner |
| | |damage = 202 |
| | |tensionGain = 40% |
| | |worksOn = Everyone |
| | |difficulty = Hard |
| | |notes = Corner version of the above combo. {{clr|S|2S}} may need to be delayed very slightly in order to combo. |
| | |recipePC = 188067 |
| | |checkedVersion = 1.33 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|S|236S}} (CH), {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236S}}, {{clr|K|5K}} > {{clr|H|236H}} | | |combo = AA CH {{clr|S|236[S]}} > {{clr|S|c.S}} > dc.{{clr|S|236S}} > {{clr|D|j.D}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|236H}}->{{clr|H|H}} (WS) > {{clr|H|236H~H}} |
| |position = Anywhere | | |position = Midscreen |
| |damage = 161 | | |damage = 209 |
| |tensionGain = ~35% | | |tensionGain = 40% |
| |worksOn = ?? | | |worksOn = Everyone |
| |difficulty = [2] {{clr|2|Easy}} | | |difficulty = Hard |
| |notes = Counterhit Kou Starter. | | |notes = CH version of the standard B&B Kou AA conversion. You may also elect to go into a triple {{clr|S|Kou}} loop if you need the extra corner carry. |
| |checkedVersion = 1.18 | | |recipePC = 188070 |
| | |checkedVersion = 1.33 |
| }} | | }} |
| |} | | |} |
| | {| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center" |
| | ! colspan="10" |'''{{clr|P|Midare (214P After Guardpoint)}} |
| | {{clr|P|Midare}} has zero combo potential on hit without meter. In these situations you should almost always go for {{clr|P|Shitsu}}, as this will hit meaty and allow you to utilize {{clr|P|Shitsu}} okizeme. However, in situations where you have meter to burn, it may be worth it to RC {{clr|P|Midare}} in order to secure a wallbreak and Positive Bonus. |
| | |- |
| | {{GGST-ComboTableHeader}} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|P|214P}} > {{clr|H|66RRC}} > {{clr|S|c.S}} > dc.{{clr|S|236S}}, > {{clr|K|j.K}} > {{clr|D|j.D}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|236H}}->(WS){{clr|H|H}} |
| | |position = Midscreen/Corner |
| | |damage = 197 |
| | |tensionGain = 40% |
| | |worksOn = Everyone |
| | |difficulty = Hard |
| | |notes = Standard combo post {{clr|P|Midare}}. If the extra corner carry is needed, dashing at the opponent post RC before going into {{clr|S|c.S}} can help. |
|
| |
|
| | If in the corner, omit the forward drift during the {{clr|H|Roman Cancel}} so the opponent doesn't go flying past Anji during the wallbounce. |
| | |recipePC = 188074 |
| | |checkedVersion = 1.33 |
| | }} |
| | |} |
| ===Throw Combos=== | | ===Throw Combos=== |
| {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center" |
| | ! colspan="10" |'''{{clr|D|4D/6D}} |
| | As {{clr|D|Throw}} is a vital part of Anji's offense, combos involving {{clr|D|Throw}} RCs can be used to break the wall from just about anywhere and lead into Positive Bonus. |
| |- | | |- |
| {{GGST-ComboTableHeader}} | | {{GGST-ComboTableHeader}} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = Throw > 66{{clr|4|FRRC}}~{{clr|S|c.S}} (dash-cancel) {{clr|S|236{S} }}, {{clr|K|j.K}} > {{clr|D|j.D}} (WB), (dash,) {{clr|K|5K}} > {{clr|H|236H}}->{{clr|H|H}} (WS), {{clr|D|5[D]}} | | |combo = {{clr|D|4D/6D}} > 66{{clr|H|FRRC}} > {{clr|S|c.S}} dc.{{clr|S|236S}}, {{clr|K|j.K}} > {{clr|D|j.D}}, (dash,) {{clr|K|5K}}/{{clr|S|c.S}} > {{clr|H|236H}}->{{clr|H|H}} (WS), {{clr|H|236H~H}} |
| |position = Anywhere | | |position = Anywhere |
| |damage = 168 | | |damage = 167 |
| |worksOn = Everyone | | |worksOn = Everyone |
| |difficulty = [3] {{clr|3|Medium}} | | |difficulty = Medium |
| |notes = Lets Anji break the wall from anywhere with a throw. If you're in the corner, change the {{clr|K|j.K}} > {{clr|D|j.D}} to a falling {{clr|S|j.S}}. Works with a normal red roman cancel as well, but requires a delay to keep Anji from moving underneath the opponent. The dash-cancel isn't required, but it increases the corner carry significantly. | | |notes = Lets Anji break the wall from anywhere with a throw. If you're in the corner, change the {{clr|K|j.K}} > {{clr|D|j.D}} to a falling {{clr|S|j.S}}. |
| |checkedVersion = 1.18 | | |
| | Works with a non-fast {{clr|H|Roman Cancel}} as well, but requires a delay to keep Anji from moving underneath the opponent. |
| | |recipePC = 114668 |
| | |video = [https://youtu.be/D167haVltR8 Youtube] |
| | |checkedVersion = 1.33 |
| }} | | }} |
| |} | | |} |
|
| |
|
| ==={{clr|D|Dust}} Combos=== | | ==={{clr|D|Dust}} Combos=== |
| {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center" |
| | ! colspan="10" |'''{{clr|D|5[D]}} |
| | {{clr|D|Charged Dust}} allows for Anji to go into a homing jump combo, where a stage transition is guaranteed and Positive Bonus follows. For the most part, these combos are consistent across all characters, but some outliers may exist depending on character hurtboxes. |
| | |
| | See the combo listed near the top of this page for a universal combo to use for all characters. The combos listed here are here for preservation and optimization sake. |
| |- | | |- |
| {{GGST-ComboTableHeader}} | | {{GGST-ComboTableHeader}} |
Line 699: |
Line 1,004: |
| |damage = 204 | | |damage = 204 |
| |tensionGain = 20% | | |tensionGain = 20% |
| |worksOn = All but Anji, Jack-O, Ky | | |worksOn = All but Anji, Jack-O, Ky, Bridget, Testament, Baiken, Happy Chaos |
| |difficulty = [2] {{clr|2|Easy}} | | |difficulty = Easy |
| |notes = For Anji, this combo does work but you have to delay the initial {{clr|H|HS}} by a decent amount otherwise the {{clr|5|D}} whiffs. For Jack-O, Ky, and Anji, end with {{clr|S|S}} instead of {{clr|5|D}}. *Damage tested on Leo | | |notes = For Anji and Jack-O, this combo can work if you have to delay the initial {{clr|H|j.H}} by a decent amount. Otherwise, the {{clr|D|j.D}} whiffs. |
| |checkedVersion = 1.18 | | |
| | For Jack-O, Ky, Bridget, Testament, Baiken and Anji, end with {{clr|S|S}} instead of {{clr|5|D}}. |
| | |
| | 3rd j.H is EXTREMELY inconsistent on Hppy Chaos, see the next combo for a more consistent combo. |
| | |
| | *Damage tested on Leo |
| | |recipePC = 92815 |
| | |checkedVersion = 1.24 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|D|5[D]}}, 8, {{clr|H|j.HS}} > {{clr|S|j.S}}, jc, {{clr|H|j.HS}} > {{clr|S|j.S}} > {{clr|K|j.K}} > {{clr|S|j.S}} > {{clr|D|j.D}} > {{clr|D|j.D}} |
| | |position = Anywhere |
| | |damage = 203 |
| | |tensionGain = 23% |
| | |worksOn = Anyone |
| | |difficulty = Easy |
| | |notes = Altered version of the previous combo for the characters it doesn't work on |
| | |recipePC = 92812 |
| | |checkedVersion = 1.24 |
| }} | | }} |
| |- | | |- |
Line 711: |
Line 1,035: |
| |tensionGain = | | |tensionGain = |
| |worksOn = Anyone | | |worksOn = Anyone |
| |difficulty = [2] {{clr|2|Easy}} | | |difficulty = Easy |
| |notes = Easy and universal Dust combo. | | |notes = Easy and universal Dust combo. |
| | |recipePC = 92814 |
| |video = [https://www.youtube.com/watch?v=KCxQGaVtKYI Youtube] | | |video = [https://www.youtube.com/watch?v=KCxQGaVtKYI Youtube] |
| |checkedVersion = 1.18 | | |checkedVersion = 1.24 |
| }} | | }} |
| | |} |
| | |- |
| | {| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center" |
| | ! colspan="10" |'''{{clr|D|2D}} |
| | Anji's {{clr|D|2D}} makes for an excellent poking tool, and gains even more potency on Counter Hit, where it becomes one of his best starters. Typically on normal hit, {{clr|D|2D}} will be comboed into {{clr|S|Kou}}, and on Counter Hit, will lead into {{clr|H|Fuujin}} > {{clr|K|Issokutobi}} |
| | |- |
| | {{GGST-ComboTableHeader}} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
Line 722: |
Line 1,054: |
| |damage = 113 | | |damage = 113 |
| |tensionGain = | | |tensionGain = |
| |difficulty = [2] {{clr|2|Easy}} | | |difficulty = Easy |
| |notes = Basic close range {{clr|D|2D}} combo. Can convert into a wall bounce combo at certain ranges. | | |notes = Basic close range {{clr|D|2D}} combo. Can convert into a wall bounce combo at certain ranges. |
| |checkedVersion = 1.18 | | |checkedVersion = 1.33 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|D|2D}} > {{clr|S|236S}}, {{clr|K|2K}} > {{clr|S|236{S} }} | | |combo = {{clr|D|2D}} > {{clr|S|236S}}, {{clr|K|j.K}}, dash, {{clr|K|2K}} > {{clr|S|236{S} }}, {{clr|D|j.D}} |
| |position = Anywhere | | |position = Anywhere |
| |damage = 141 | | |damage = 148 |
| |tensionGain = | | |tensionGain = |
| |worksOn = lightweights | | |worksOn = Everyone |
| |difficulty = [4] {{clr|4|Hard}} | | |difficulty = Hard |
| |notes = This only works at very close ranges. The first {{clr|S|236S}} may need to be charged a very small amount. High damage, but finicky close-range combo that requires you to time the {{clr|K|2K}} upon landing without accidentally doing a {{clr|K|j.K}} on the way down.
| | |notes = Must be fairly close to the opponent to stay close enough that the second Kou will reach them. |
| |checkedVersion = 1.18 | | |
| | Can change ({{clr|K|2K}} > {{clr|S|236{S} }}) for ({{clr|K|5K}} > {{clr|S|236{H} }} > {{clr|H|H}} to make it a little more lenient at the cost of a bit of damage and oki. |
| | |recipePC = 92816 |
| | |checkedVersion = 1.33 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|D|2D}} > {{clr|S|236S}}, {{clr|K|j.K}}, dash, {{clr|K|2K}} > {{clr|S|236{S} }} | | |combo = {{clr|D|2D}} (CH) > {{clr|H|236H}}->{{clr|K|K}}, {{clr|S|c.S}} > dc.{{clr|S|236S}} > {{clr|D|j.D}} > (microwalk) {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|236H}}->{{clr|H|H}} (WS) > {{clr|D|5[D]}} |
| |position = Anywhere | | |position = Anywhere |
| |damage = 148 | | |damage = 214 |
| |tensionGain = | | |tensionGain = |
| |worksOn = Everyone except lightweights | | |worksOn = Everyone |
| |difficulty = [4] {{clr|4|Hard}} | | |difficulty = Medium |
| |notes = Similar to the route above, must be fairly close to the opponent to stay close enough that the second Kou will reach them.
| | |notes = B&B CH {{clr|D|2D}} combo from midscreen. Can also work in the corner if the {{clr|D|j.D}} is replaced by {{clr|S|j.S}}. |
| |checkedVersion = 1.18 | | |checkedVersion = 1.33 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|D|2D}} (CH) > {{clr|H|236H}}->{{clr|K|K}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236[S]}} | | |combo = {{clr|D|2D}} (CH) > {{clr|S|236{S} }}, {{clr|S|c.S}} > kara dash > {{clr|S|236S}}, {{clr|D|j.D}} |
| |position = Anywhere | | |position = Anywhere |
| |damage = 145 | | |damage = 145 |
| |tensionGain = | | |tensionGain = |
| |difficulty = [3] {{clr|3|Medium}} | | |worksOn = |
| |notes = A very solid counterhit confirm combo. | | |difficulty = Hard |
| |checkedVersion = 1.18 | | |notes = Extended point blank counter hit combo. Around round start, {{clr|D|j.D}} can bounce, which you can catch with {{clr|K|2K}} and wall splat with {{clr|H|236H}} > {{clr|H|H}}. If too close too the wall after the second {{clr|S|236S}}, you can catch the opponent with a late {{clr|S|j.S}}, {{clr|S|f.S}} for damage, or {{clr|K|j.K}}, {{clr|K|5K}} for simplicity, then end with > {{clr|H|236H}}->{{clr|H|H}} |
| | |recipePC = 92819 |
| | |checkedVersion = 1.33 |
| }} | | }} |
| |-
| |
| |} | | |} |
|
| |
| ===Overdrive Starters=== | | ===Overdrive Starters=== |
| {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center" |
| | ! colspan="10" |'''{{clr|S|Kachoufuugetsu: Kai (632146S)}} |
| | For a very expensive 100% meter, RC'ing a combo from {{clr|S|Kachoufuugetsu: Kai}} can prove to be incredibly high damaging, being able to TOD a lot of the cast with just a small amount of RISC, and bring them down to one touch territory if not outright killing them. |
| |- | | |- |
| {{GGST-ComboTableHeader}} | | {{GGST-ComboTableHeader}} |
| |-
| |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|S|632146S}}, 66{{clr|4|RRC}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236S}}, {{clr|K|j.K}} > {{clr|D|j.D}}, {{clr|K|5K}} > {{clr|H|236H}}(WS)->{{clr|H|H}} | | |combo = {{clr|S|632146S}}, 66{{clr|4|RRC}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236[S]}}, {{clr|K|j.K}} > {{clr|K|5K}} > {{clr|H|236H}}(WS)->{{clr|K|K}}, {{clr|D|5[D]}} |
| |position = Mid | | |position = Mid |
| |damage = 321 | | |damage = 329 |
| |tensionGain = | | |tensionGain = |
| |difficulty = [3] {{clr|3|Medium}} | | |worksOn = Everyone |
| |notes = {{clr|D|j.D}} won't connect unless the opponent is against the wall. | | |difficulty = Medium |
| |checkedVersion = 1.18 | | |notes = |
| | |recipePC = 92822 |
| | |checkedVersion = 1.24 |
| }} | | }} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|S|632146S}}, 66{{clr|4|RRC}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236[S]}}, {{clr|D|j.D}} | | |combo = {{clr|S|632146S}}, 88{{clr|H|RRC}}, 66{{clr|H|j.H}} (whiff) > {{clr|S|c.S}} > dc.{{clr|S|236S}}, {{clr|D|j.D}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|H|236H|}}->{{clr|H|H}} (WS) > {{clr|H|236H~H}} |
| |position = Anywhere | | |position = Back to Corner |
| |damage = 277/257 | | |damage = 321 |
| |tensionGain = | | |tensionGain = |
| |difficulty = [3] {{clr|3|Medium}} | | |worksOn = Everyone |
| |notes = If Anji is too far from the wall to use the route above. | | |difficulty = Hard |
| |checkedVersion = 1.18 | | |notes = In the corner following {{clr|S|Kachoufuugetsu: Kai}}, this combo will sideswitch and break the wall, ontop of dealing near fatal damage. |
| | |recipePC = 188096 |
| | |checkedVersion = 1.33 |
| }} | | }} |
| | |- |
| | |} |
| | {| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center" |
| | ! colspan="10" |'''{{clr|H|Issei Ougi: Sai (632146H)}} |
| | See the above for comments. It is incredibly rare that you'll hit a raw {{clr|H|Issei Ougi: Sai}}, but in situations where you can trade with an attack, or whiff punish a move with heavy recovery, these combos may just be worth the 100% meter to kill your opponent. |
| | |- |
| | {{GGST-ComboTableHeader}} |
| |- | | |- |
| {{GGST-ComboTableRow | | {{GGST-ComboTableRow |
| |combo = {{clr|H|632146H}}, 66{{clr|1|PRC}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236[S]}} | | |combo = {{clr|H|632146H}}, 66{{clr|P|PRC}}, {{clr|P|236P}} > {{clr|P|Shitsu}} (1) > {{clr|S|c.S}} > {{clr|P|Shitsu (2)}} > dc.{{clr|S|236S}} > {{clr|K|j.K}} > {{clr|D|j.D}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|H|236H}}->{{clr|K|K}} (WS) > {{clr|H|236H~H}} |
| |position = Anywhere | | |position = Anywhere |
| |damage = 253 | | |damage = 321 |
| |tensionGain = | | |tensionGain = |
| |difficulty = [3] {{clr|3|Medium}} | | |worksOn = Everyone |
| |notes = The difficulty comes from having time the Kou just after the giant fan closes so that your opponent isn't sent across the screen. | | |difficulty = Medium |
| |checkedVersion = 1.18 | | |notes = Depending on your timing, {{clr|P|Shitsu}} may ruin your combo into {{clr|S|Kou}}. Check the recipe for a more precise way of learning the time. |
| | |recipePC = 188101 |
| | |checkedVersion = 1.33 |
| }} | | }} |
| |-
| |
| |} | | |} |
| | |
| | ==Combo Theory== |
| | ====Overview==== |
| | ---- |
| | Anji will generally want to route combos into {{clr|D|2D}} > Shitsu, or a launcher that will allow him to carry the opponent across the screen. Once the opponent is in the air, the goal becomes to end the combo in one of three ways: a Kou that sets up a meaty {{clr|S|c.S}}, a button near the wall that sets up a meaty Shitsu ({{clr|P|236P}}), or a wallbreak. |
| | |
| | ====Launch the Opponent==== |
| | ---- |
| | The first goal is to get the opponent in the air. If the combo is starting from a grounded hit, Anji can accomplish this with Red Roman Cancel, {{clr|D|2D}}, or {{clr|H|2H}}, using strings such as these: |
| | * {{ComboText|{{clr|P|5P}}, {{clr|H|RRC}}, {{clr|S|c.S}} > {{clr|S|236S}}}} |
| | * {{ComboText|{{clr|K|5K}} / {{clr|K|2K}} / {{clr|S|c.S}} > {{clr|D|2D}} > {{clr|S|236S}}}} |
| | * {{ComboText|{{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236[S]}} (on crouching opponents or {{clr|S|c.S}} counterhit)}} |
| | * {{ComboText|{{clr|H|5H}} > {{clr|S|236[S]}}}} |
| | * {{ComboText|{{clr|D|2D}} (CH) > {{clr|H|236H}} ~ {{clr|K|K}}, {{clr|S|c.S}}}} |
| | |
| | ====Once the Opponent is in the Air==== |
| | ---- |
| | When the opponent is airborne, Anji can route into Kou loops ending with a knockdown and meaty attack, or carry to the corner to set up Shitsu or a wallbreak. If the wall is not nearby and there's no meter to use, Kou will usually be the best way to end the combo. Once the wall is close enough that {{clr|D|j.D}} will wallbounce the opponent, Anji can choose between ending with Shitsu or ending with wallbreak. Which is best will depend on the matchup and the details of that particular game (life remaining, burst, meter, etc.). |
| | |
| | Kou can sometimes lead to additional Kou on high airborne hits or close hits. Without meter and without the wall, most combos will end with a Kou setting up a meaty {{clr|S|c.S}}. |
| | * ({{clr|S|236S}}) {{clr|S|c.S}} (> {{clr|H|2H}}) > {{clr|S|236[S]}}, airdash, j.X (whiff), {{clr|S|c.S}} (meaty) - {{clr|H|2H}} applies a large amount of gravity scaling, making additional Kou loops more difficult. |
| | * ({{clr|S|236S}}) {{clr|K|2K}} > {{clr|S|236S}}, airdash, j.X (whiff), {{clr|S|c.S}} (meaty) - When the opponent is too low or far away to be hit by {{clr|S|c.S}} > {{clr|S|236[S]}}, {{clr|K|2K}} may still be able pick them up for an additional loop. |
| | |
| | Anji is able to carry opponents across the screen, but it will usually require either a red roman cancel, or a good combo starter and solid execution of "{{clr|S|c.S}} dash-cancel > Kou". |
| | * ({{clr|S|236S}}) 66{{clr|2|BRC}}, {{clr|H|j.H}}, {{clr|S|c.S}} > {{clr|S|236[S]}}, ... - The long slowdown Blue Roman Cancels provide makes extending Kou loops easy as long as the opponent is close enough for the shockwave to hit. |
| | * ... 66{{clr|H|RRC}}, dash, {{clr|S|c.S}} dash-cancel, {{clr|S|236{S} }}, {{clr|K|j.K}}, {{clr|K|5K}} > {{clr|H|236H}} ~ {{clr|H|H}} |
| | |
| | ====j.D Air Wallbounce==== |
| | ---- |
| | When the wall is close enough that bouncing the opponent with {{clr|D|j.D}} after Kou becomes an option, the damage and possibilities both increase. Anji's {{clr|D|j.D}} will bounce opponents off the walls, allowing for extensions into more Kou loops or Fuujin. When attempting to convert into a wall bounce, it's usually best to delay {{clr|D|j.D}} as much as possible. This will give Anji more time on the ground to approach or throw out a move while the opponent is bouncing. After a wallbounce, it is usually easiest to continue with {{clr|K|5K}} > Fuujin > Rin. If the opponent is in a good position, Anji can continue into Kou instead, which may lead into further meterless extensions. The best way to continue combos using airdashes or wallbounces after {{clr|D|j.D}} will strongly depend on character weight, gravity scaling, and distance from the wall, and how high the character is. It will take practice to make that judgment in the moment. |
| | |
| | Getting a wallsplat will usually be possible with a string like these: |
| | * ({{clr|S|236S}}) ({{clr|K|j.K}} >) {{clr|D|j.D}} (wallbounce), {{clr|K|5K}} > {{clr|H|236H}} ~ {{clr|H|H}} - Using {{clr|K|j.K}} will get the opponent higher before the wallbounce. This makes extending the combo easier, but it may also cause {{clr|D|j.D}} to whiff, so it's best used in the corner or when Anji has momentum to carry him forward. The Rin at the end will usually cause a wallsplat. |
| | * ({{clr|S|236S}}) ({{clr|K|j.K}} >) {{clr|D|j.D}} (wallbounce), {{clr|S|c.S}}/{{clr|K|2K}} > {{clr|S|236S}} - Use {{clr|S|c.S}} to pick up when the opponent is high up, {{clr|K|2K}} when they're lower. If the Kou at the end doesn't splat, a follow-up {{clr|S|j.S}} should do it. |
| | * ({{clr|S|236S}}) {{clr|D|j.D}} (wallbounce), airdash, {{clr|H|j.H}}, {{clr|K|5K}} > {{clr|H|236H}} ~ {{clr|H|H}} - At some distances, where {{clr|K|5K}} won't reach the opponent after they bounce off the wall. In those scenarios, it may be possible to continue the combo by following them with an airdash into {{clr|H|j.H}} or {{clr|S|j.S}}. |
| | |
| | To end the strings above with a Shitsu setup instead of a wallsplat, cancel one of the normals after the wallsplat into Shitsu. Cancelling {{clr|S|c.S}} or {{clr|K|5K}} into Shitsu usually works well. |
| | * ({{clr|S|236S}}) ({{clr|K|j.K}} >) {{clr|D|j.D}} (wallbounce), {{clr|K|5K}} > {{clr|P|236P}} |
| | * ({{clr|S|236S}}) ({{clr|K|j.K}} >) {{clr|D|j.D}} (wallbounce), {{clr|S|c.S}}/{{clr|K|2K}} > {{clr|P|236P}} |
| | * ({{clr|S|236S}}) {{clr|D|j.D}} (wallbounce), airdash, {{clr|H|j.H}}, {{clr|K|5K}} > {{clr|P|236P}} |
| | |
| | ====Wall Break==== |
| | ---- |
| | |
| | Once the opponent wallsplats, Anji has a number of preferred ways to break the wall– including {{clr|H|5H}}, {{clr|D|5[D]}}, {{clr|D|236[D]}}, {{clr|H|236H~H}}}, and {{clr|H|632146H}}. |
| | |
| | {{clr|H|5H}} gives good meter gain, and comes out fast enough for Anji to run at the wallsplat opponent to gain extra meter first, and then break the wall afterwards. |
| | |
| | {{clr|D|5[D]}} gives little meter gain, but is the most damaging wallbreak Anji has in his toolkit. (Excluding super) |
| | |
| | {{clr|D|236[D]}} requires 50% burst and removes 7.14% of the opponent’s burst on hit, and is the 2nd most damaging wallbreak, while also giving HKD. Generally, {{clr|D|236[D] }} will be the most preferred wallbreak in most situations. |
| | |
| | {{clr|H|236H~H}} gives the best meter gain, and is Anji’s 3rd most damaging wallbreak. If Anji lacks resources to end with {{clr|D|236[D]}} or {{clr|H|632146H}}, then {{clr|H|236H~H}} will be the preferred wallbreak. |
| | |
| | {{clr|H|632146H}} requires 50% meter, but is the most damaging wallbreak by far, while also giving HKD on area transition. In kill scenarios, you can also spend an extra 50% meter to deal even more damage by piling on hits such as {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} |
| | |
| | |
| | ====External Resources==== |
| | ---- |
| | *[https://www.youtube.com/watch?v=EVRhvzcfoLk "Anji Mito B&B Combos - Season 3" by RemyHobo] |
| | *[https://https://docs.google.com/document/d/1cRIKUWyixgqYa4wepQve2R06PiOvCVBZTjkg7qy_1FQ/edit?usp=sharing "Anji Mito Combo Document" by Karasu] |
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| ==Navigation== | | ==Navigation== |
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