GGST/Anji Mito/Combos

From Dustloop Wiki
< GGST‎ | Anji Mito
Revision as of 06:01, 25 June 2021 by VNKid (talk | contribs)



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

Combo List

  • Currently, every damage value here has only been dealt to Ky.
  • (S/HS) 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 > 236HS Anywhere 66 ?? [1] Very Easy Basic Jab Combo
5P > 6P > 236S > j.D Corner 103 ?? [1] Very Easy Basic Corner Jab Combo
5P > 6P > 236HS -> H > c.S > 236S > WS Corner 116 ?? [2] Easy Jab Corner Combo Optimized for Damage. Wall Breaks High
5P > 6P > 236HS -> H > 5K > 236HS -> H > WS Corner 111 ?? [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 Anywhere 100 ?? [1] Very Easy Hard Knock Downs
5K > 6P > 236HS -> 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.
[5] Very Hard
c.S/f.S Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
c.S > 6H > 236HS -> S Anywhere 131 ?? [1] Very Easy
c.S > 6H > 236HS -> 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 c.S > 2H > 236[S] > 66 > Landing/j.HS Anywhere 131/153 ?? [2] Easy c.S Anti air Combo. Finish with j.HS for additional damage or land to set up Oki
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 > 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 > ENDER 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 > 236HS -> H > 5K 236HS -> H > WS/(5P > WS) Mid 131 45% + WS [2] Easy If the Second 236HS -> H doesn't wallbreak, 5P should. If Over Midscreen, use 236HS -> K on the second 236HS.
2H > 236[S] > j.D > 665K > 236HS -> H > WS Mid 186 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 > 236S > 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[HS] -> 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[HS].
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.
Dust Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5D > 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
CH 2D > 236HS -> 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
Special Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
CH 236[HS] -> K > 236S > c.S > > 236S > c.S > 236S > j.D > WS Corner 223 ?? [2] Easy Kou Loop on Counter hit
632146S > 66RRC > c.S > 236HS -> H > 5K > 236HS -> 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
[4] Hard
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

Navigation

Template:Navbar-GGST