GGST/Anji Mito/Combos: Difference between revisions

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| | {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|236H}} -> S > {{clr|4|66RRC}} > {{clr|3|66c.S}} > {{clr|4|2H}} > 236[S] > {{clr|5|j.D}}/66 || Mid/Anywhere || 181/174 || ?? ||  || [2] {{clr|2|Easy}} || Simple RC Combo. {{clr|5|j.D}} will miss if there is no wall bounce. Use 66 if no wall bounce
| | {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|236H}} -> S > {{clr|4|66RRC}} > {{clr|3|66c.S}} > {{clr|4|2H}} > 236[S] > {{clr|5|j.D}}/66 || Mid/Anywhere || 181/174 || ?? ||  || [2] {{clr|2|Easy}} || Simple RC Combo. {{clr|5|j.D}} will miss if there is no wall bounce. Use 66 if no wall bounce
|-  
|-  
| | AA/Crouching {{clr|3|c.S}} > {{clr|4|2H}} > 236[S] > 66 > Landing/{{clr|4|j.HS}} || Anywhere || 131/153 || ?? || || [2] {{clr|2|Easy}} || c.S Anti air Combo. Finish with {{clr|4|j.HS}} for additional damage or land to set up Oki. Works on crouching opponents hit with c.S.
| | AA/Crouching {{clr|3|c.S}} > {{clr|4|2H}} > 236[S] > 66 > Landing/{{clr|4|j.HS}} || Anywhere || 131/153 || ?? || All but Pot and Nago. || [2] {{clr|2|Easy}} || c.S Anti air Combo. Finish with {{clr|4|j.HS}} for additional damage or land to set up Oki. Works on crouching opponents hit with c.S.
|-  
|-  
| | CH {{clr|3|c.S}} > {{clr|4|2H}} > 236[S] > {{clr|5|j.D}} > {{clr|3|c.S}} > {{clr|4|2H}} > 236S > WS > WB || corner || 246 || ?? ||  || [3] {{clr|2|Easy}} || 2nd hit of the 2nd Kou breaks the wall, leading to a guaranteed wall break
| | CH {{clr|3|c.S}} > {{clr|4|2H}} > 236[S] > {{clr|5|j.D}} > {{clr|3|c.S}} > {{clr|4|2H}} > 236S > WS > WB || corner || 246 || ?? ||  || [3] {{clr|2|Easy}} || 2nd hit of the 2nd Kou breaks the wall, leading to a guaranteed wall break
|-
|-
| | CH {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|1|dl.66PRC}} > run under > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|236(H)}} -> H > WS || cornered || 177+WB || -30%+WB ||  || [4] {{clr|4|Hard}} || Counterhit combo if you are cornered. Great for situational DP punishes.
| | CH {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|1|dl.66PRC}} > run under > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|236(H)}} -> H > WS || cornered || 177+WB || -30%+WB ||  || [4] {{clr|4|Hard}} || Counterhit combo if you are cornered. Great for situational DP punishes. {{clr|1|66PRC}} needs to be timed for the peak of the bounce from 2H. {{clr|4|236(H)}} Needs to be held long enough to readjust height to finish the combo.
|-
|-
| | CH {{clr|3|c.S}} > 236[HS] -> K > {{clr|3|c.S}} > {{clr|4|2H}} > 236[S] > AD > {{clr|4|j.H}} || Anywhere || 182 || 40% || || [3] {{clr|3|Medium}} || You don't have to space with this combo thanks to charged 236[HS].
| | CH {{clr|3|c.S}} > 236[HS] -> K > {{clr|3|c.S}} > {{clr|4|2H}} > 236[S] > AD > {{clr|4|j.H}} || Anywhere || 182 || 40% || || [3] {{clr|3|Medium}} || You don't have to space with this combo thanks to charged 236[HS].

Revision as of 03:30, 9 July 2021



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
Shitsu = Shitsu - 236P
Hakobi = Suigetsu No Hakobi - 236K or 236[K]
Kou = Kou - 236S or 236[S]
Fuujin = Fuujin - 236H or 236[H]
Ichishiki = Shin: Ichishiki - 236H or 236[H] -> P
Hop = Issokutobi - 236H or 236[H] -> K
Nagiha = Nagiha - 236H or 236[H] -> S
Rin = Rin - 236H or 236[H] -> H
Counter Super = Kachoufuugetsu Kai - 632146S
Sai = Issei Ougi: Sai - 632146H
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Combo List

  • Currently, every damage value here has only been dealt to Ky.
  • (S/H) annotates for short hold
  • Combos Starting with c.S can be started by j.HS into c.S
5P/2P/5K/2K Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
5P > 6P > 236(H) -> K Anywhere 66 ?? [1] Very Easy Basic Jab Combo. The K followup is optional but gets you to the opponent faster.
5P > 6P > 236S > j.D Corner 103 ?? [1] Very Easy Basic Corner Jab Combo
5P > 6P > 236H -> H > c.S > 236S > WS j.D Corner 160 ?? [2] Easy Jab Corner Combo Optimized for Damage. Wall Breaks High
5P > 6P > 236H -> H > 5K > 236H -> H > WS > 5H Corner 152 ?? [2] Easy Jab Corner Combo for low wall break. Less damage, but can break wall with super
AA 5P > 6H > 236S Anywhere 86 ?? [1] Very Easy Jab Anti Air Punish
AA 6P > 236S Anywhere 87 ?? [2] Easy 6P Anti Air Punish. Can be Spacing Specific. Full Press 236S on counter hit
5K > 2D > 236S -> AD > (j.H) Anywhere 100(121) ?? [1] Very Easy Hard Knock Downs or you can j.H if you want to sacrifice oki.
5K > 6P > 236H -> K Anywhere 78 ?? [1] Very Easy Corner Carries from Mid. No Hard Knock Down
AA 5K > 6H > 236(S)/S Anywhere 113/94 ??   [2] Easy 3rd hit of 6H will sometimes miss. For consistency input 236S after the second hit of 6H.
c.S/f.S Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
c.S > 6H > 236H -> S Anywhere 131 ?? [1] Very Easy
c.S > 6H > 236H -> S > 66RRC > 66c.S > 2H > 236[S] > j.D/66 Mid/Anywhere 181/174 ?? [2] Easy Simple RC Combo. j.D will miss if there is no wall bounce. Use 66 if no wall bounce
AA/Crouching c.S > 2H > 236[S] > 66 > Landing/j.HS Anywhere 131/153 ?? All but Pot and Nago. [2] Easy c.S Anti air Combo. Finish with j.HS for additional damage or land to set up Oki. Works on crouching opponents hit with c.S.
CH c.S > 2H > 236[S] > j.D > c.S > 2H > 236S > WS > WB corner 246 ??   [3] Easy 2nd hit of the 2nd Kou breaks the wall, leading to a guaranteed wall break
CH c.S > 2H > dl.66PRC > run under > c.S > 2H > 236(H) -> H > WS cornered 177+WB -30%+WB   [4] Hard Counterhit combo if you are cornered. Great for situational DP punishes. 66PRC needs to be timed for the peak of the bounce from 2H. 236(H) Needs to be held long enough to readjust height to finish the combo.
CH c.S > 236[HS] -> K > c.S > 2H > 236[S] > AD > j.H Anywhere 182 40% [3] Medium You don't have to space with this combo thanks to charged 236[HS].
c.S > 2D > 236S(1) 22.RC~236[H] -> K, 5K > 236H -> H, 5K > WS > WB Midscreen to corner MA,MI,RA,GI,IN [3] Medium Combo on lightweights involving Fast RC-ing the first hit of Kou, land and do a Charged Fuujin.
[4] Hard
5H/2H Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
CH 5H > 236H -> H > 5K > 236(H) -> H > WS/(5P > WS) Mid 154+WB 45% + WS [2] Easy If the Second 236HS -> H doesn't wallbreak, 5P should. If Over Midscreen, use 236HS -> K on the second 236HS.
CH 2H > 236[H] -> K > c.S > 2H > 236[H] -> H > (f.S) > WS Mid/Any 171+WB 45% + WS [3] Medium Max range 2H. If they are slightly behind the mid line, f.S is not necessary. To get an idea of distance, it's at the tip of 2D's hitbox. Heavier characters require a slightly shorter hold on the second Fujin. If too far from a wall, replace second Fujin with Kou.
2H > 236[S] > j.D > 665K > 236H -> H > WS Corner 186+WB 34% + WS [3] Medium Can be done without the dash on 5K, but timing is stricter. Only Wall Breaks if j.D wall bounces
2H > 236[S] > j.D > c.S > 2H > 236S > j.D > WS Corner 217 34% + WS [3] Medium Wall breaks just low enough for for 632146HS to land. If the opponent is landing behind you after j.D, you are holding 236S too long.
CH 2H > 236[S] > j.D > c.S > 236S > j.D > c.S > 236S > WS Corner 280 45% + WS [4] Hard Spacing and timing specific. 2H needs to be landed around a back dash away from opponent. j.D should be slightly delayed so opponent doesn't bounce off the wall behind you, but not too delayed that the opponent lands before you. The timing for j.D after Kou is the same for both.
CH 5H > 236[H] -> K > c.S > 2H > 236[S] > AD > j.H Anywhere 183 40% [3] Medium Unless you hit tip range of 5H you will get enough space for the combo thanks to 236[H].
Jump-in Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
CH j.H > c.S > 2H > 236[S] > 66 > j.H Anywhere 147 ?? [1] Easy Basic meterless CH j.H combo. Forgoing the OTG j.H lets you setup 236P instead.
Special Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
236S > dl.AD > j.H Anywhere 94 10% [1] Very Easy Simple anti-air starter. Works even if only the second hit of 236S connects so very consistent.
236S > 66RRC > 6 > dl.c.S > dl.2H > 236[S] > dl.AD > j.H Anywhere 162 -40% [3] Medium Another 236S starter with much more power behind it. Requires you to reposition yourself after the 66RRC in order to get c.S. All delays are for the purpose of getting the proper height.
236S > (j.D/66RRC) > dl.c.S > 2H > 236[H]->H > c.S > WS > 5H Corner 220/198 +35% + WS [3] Medium Good general purpose corner combo with optional meter usage for awkward distances. If you are too close, skip straight to dl.c.S. j.D wallsplats at 236[H] and you may need to use 236(H) based on how low 2H connects.
(236H)-H > 66PRC > c.S > dl.2H > 236[S] > AD > (j.H) Anywhere 157 -40% [3] Medium Combo that starts with Rin. Risky since it's a reset which would allow them to block without proper conditioning.
CH (236H)-S > 66PRC > c.S > 2H > 236[S] > AD > (j.H) Anywhere 171 -40% [3] Medium Combo that starts with Nagiha. Works on non-CH, but more of a gamble than a reaction to COUNTER. No delay on 2H.
(236H)-H > 66PRC > c.S > dl.2H > 236[H] > WS > f.S Corner 190 -40% + WS [3] Medium Combo that starts with Rin but for the corner. Counterhit Fujin works too and you don't even need to spend meter.
(236H)-S > 66PRC > c.S > 2H > 236[HS] > f.S > WS > 5H Corner 212 -40% + WS [3] Medium Combo that starts with Nagiha. Works on non-CH, but more of a gamble than a reaction to COUNTER.
CH 236[HS] -> K > 236S > c.S > 236S > c.S > 236S > j.D > WS > 5H Corner 262 ?? [2] Easy Kou Loop on Counter hit
Throw Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
Throw > 66PRC > c.S > 2H > 236[S] > dl.AD > j.H Anywhere 125 -40% [3] Medium Works with 66RRC as well but deals a whole 6 less damage due to the explosion. To get 66PRC, time the RC just as your opponent flips over your fan during the animation but before they can hit the ground.
Throw > RRC > 236[S] > c.S > 5H > 236H -> S > WS > f.S Corner 162 -40% + WS [2] Easy Done only with regular/slow RCC. 236[S] must connect near max height.
Throw > XRC~236S > c.S > f.S > 236H -> S > WS > 5H Corner 170 -40% + WS [4] Hard 236[S] make them fall out due to the lack of RC gravity.
Dust Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5[D] > 8 > HS > S > j.c HS > S > HS > D > D Anywhere 204 20% All but Ky And Anji [2] Easy For Ky and Anji, Use another HS instead of D *This Combo was tested on Leo
5D CH 2D > 236H -> K > c.S > 2H > 236[S] Anywhere 145 30% [2] Easy Its optional to hold the 236S, though you gain more stage advantage if you do
Overdrive Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
632146S > 66RRC > c.S > 236H -> H > 5K > 236H -> H > WS Mid 268 - [3] Medium Fujin Loop out of Parry Super. Only use Mid Screen or less
632146S > 66RRC > c.S > 2H > 236S/236(S) > j.D/66 Anywhere 277/257 - [3] Medium Kou Alternative out of Parry Super. Does not WS. Use when greater than mid screen
632146H > PRC > c.S > 2H > 236[S] > AD > (j.H) Anywhere 233(249) -   [4] Hard Combo for your other Overdrive. The difficulty comes from having time the c.S just as the giant fan closes so that your opponent isn't sent fullscreen. About 100 more damage for double the meter.
These combos need a total DMG value on them
Combo Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard

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