GGST/Asuka R/Combos

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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

Beginner Combos

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

Core Combos

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

Combo List

  • All damage values have been tested on Ky at 100% health, unless stated otherwise

Normal Starters

Punch Starters

5P
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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6P
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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Kick Starters

5K
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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2K
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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6K
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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Slash Starters

c.S
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
[Test Case 1] c.S > 2H > Projectile Spell > ~66 c.S > 2H > Projectile Spell > ~66 c.S 2H > Projectile Spell WS > 6H Starting Position Varies Based on Spell (180-213) Ky, Asuka, (likely all) [2] Easy Day 1 BnB when routing for damage at Mid Screen. Seems like c.S > 2H > Chant is a reliable loop when going for a damage/wallbreak route. I was able to reliably break the wall from starting position with 3 projectile spells. I have done this combo with variations of all the cube spells. In this combo, I had "Howling Metron MS Processing"(3 Green Cubes) "Delayed Howling Metron"(Electric Cube) and "Accipiter Metron" (Overhead Orb). Please note that the big red explosion spell ("Metron Screamer 808") wallbounces, so if you have this spell, try to use it when closer to the wall. 1.26
[Test Case 1] c.S > 2H > c.S > Delayed Howling Metron > ~66 c.S > 2H > Metron Screamer 808 WS > ~66 6H Starting Position Varies Based on Spell (~216) Ky, Asuka, (likely all) [2] Easy Adjusted c.S 2H loop that is more spell dependent. If you have the electric cube spell and the big red explosion, you can spend less mana and get a little more damage by adding an extra c.S in the initial juggle. May be able to do this with other spells. 1.26
[Test Case 1] c.S > f.S > 2H > RRC > ~66 c.S > c.S > 2H > f.S > 5H Starting Position Varies Based on when 2H is canceled (~172) Ky, Asuka, (likely all) [2] Easy Day 1 Red RC BnB for use when either saving spells or have none available. Third close slash may need to be delayed slightly to hit. 1.26
CH c.S
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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f.S
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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2S
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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Heavy Slash Starters

5H
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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2H
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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6H
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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Dust Starters

2D
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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5[D] (charged)
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D] > [7/8/9] > j.H > j.S > 9jc > j.H > j.S > j.H > 9jc > j.HH Anywhere 190 Everyone [3] Medium BnB Universal Charged Dust combo ??
5[D] > [7/8/9] > j.D > j.S > 9jc > j.H > j.S > j.H > 9jc > j.HH Anywhere 192 All but Faust [3] Medium BnB Universal Charged Dust combo ??

Special Move Starters

236X
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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Throw Starters

4D or 6D
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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Combo Theory

Starters

Initial Proration and Combo Decay will be included with every starter. Clink on their links to learn more. Additionally, RISC Loss will be added if it is not equal to 1000.


Launchers


Fillers


Enders


Wall Splat


Wall Break


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