< GGST | Chipp Zanuff
Triplicity (talk | contribs) (→Combo List: <!--Please test or re-test combo damage against Ky, as he has a 1.00 defense mod while Sol's is 0.98.-->) |
(Update damage values to be on Ky) |
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==Combo List== | ==Combo List== | ||
*Currently, every damage value here has only been dealt to | *Currently, every damage value here has only been dealt to Ky unless otherwise stated (e.g. character specific routes) | ||
*When breaking the wall, optimal ground hit is 6H, optimal air hit is j.D | *When breaking the wall, optimal ground hit is 6H, optimal air hit is j.D | ||
*Temporary notation: | *Temporary notation: | ||
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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| | (5/2)K>2D>236S>236S || Universal || | | | (5/2)K>2D>236S>236S || Universal || 73 || || All (I-No 236Sx1 only) || [1] {{clr|1|Very Easy}} || Universal K starter into knockdown | ||
|- | |- | ||
| | (5/2)K>2D>236H || Universal || || | | | (5/2)K>2D>236H || Universal || || 56 || All (I-No 236Sx1 only) || [1] {{clr|1|Very Easy}} || Leaves the opponent further away | ||
|- | |- | ||
| | (5/2)K>2D>236P || Universal || || | | | (5/2)K>2D>236P || Universal || || 59 || All (I-No 236Sx1 only) || [1] {{clr|1|Very Easy}} || Universal K starter into knockdown, crosses through the opponent when not in the corner | ||
|- | |- | ||
| | (5P>5P>)5P>6P>236S>236S || Universal || | | | (5P>5P>)5P>6P>236S>236S || Universal || 67 || || All || [2] {{clr|2|Easy}} || Omit P based on spacing, can be 2P also (but not 2Px3) | ||
|- | |- | ||
| | (AA) 5P>6H>2S>2H>236K(ws)>j.D! || Corner || | | | (AA) 5P>6H>2S>2H>236K(ws)>j.D! || Corner || 153 || || All || [3] {{clr|3|Medium}} || Anti-Air. Guaranteed wall stick on 236K | ||
|- | |- | ||
| | (AA) 5K>6H>2S>2H>236K(ws)>66j.D! || Corner || | | | (AA) 5K>6H>2S>2H>236K(ws)>66j.D! || Corner || 157 || || All || [3] {{clr|3|Medium}} || Anti-Air. Guaranteed wall stick on 236K | ||
|- | |- | ||
| | (AA) 5K>jc j.K>66j.K>jc dj.KD || Universal || 73 || || All except Ram || [3] {{clr|3|Medium}} || Basic anti-air route, small adjustments in hit number can be applied. | | | (AA) 5K>jc j.K>66j.K>jc dj.KD || Universal || 73 || || All except Ram || [3] {{clr|3|Medium}} || Basic anti-air route, small adjustments in hit number can be applied. | ||
|- | |- | ||
| | (AA) 6K>c.S>2H>236S>236K>f.S>236S(ws)>6H! || Corner || | | | (AA) 6K>c.S>2H>236S>236K>f.S>236S(ws)>6H! || Corner || 167 || || TBD || [4] {{clr|4|Hard}} || Anti-Air route from 6K. Impractical but looks cool. | ||
|- | |- | ||
| | || || || || || [5] {{clr|5|Very Hard}} || | | | || || || || || [5] {{clr|5|Very Hard}} || | ||
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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| | 2S>2H>236H || Universal || | | | 2S>2H>236H || Universal || 76 || || All || [1] {{clr|1|Very Easy}} || Very simple 2S confirm | ||
|- | |- | ||
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K}} > ADC > {{clr|4|j.H}} > {{clr|3|j.623S}} > 66RRC > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} > djc > {{clr|3|j.S}} Wallbreak || Back to Wall || 158 || || || [2] {{clr|2|Easy}} || A dash at the start is not necessary but makes this significantly easier | | | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K}} > ADC > {{clr|4|j.H}} > {{clr|3|j.623S}} > 66RRC > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} > djc > {{clr|3|j.S}} Wallbreak || Back to Wall || 158(?) || || || [2] {{clr|2|Easy}} || A dash at the start is not necessary but makes this significantly easier | ||
|- | |- | ||
| | AA c.S>j.S>66j.H>623S || Universal Anti-air || | | | AA c.S>j.S>66j.H>623S || Universal Anti-air || 114 || || All || [2] {{clr|2|Easy}} || Anti air route. Some characters get 2 j.H hits | ||
|- | |- | ||
| | c.S>2S>2H>236K>(j.K>66)j.D || Not close to corner (236K doesn't change direction) || | | | c.S>2S>2H>236K>(j.K>66)j.D || Not close to corner (236K doesn't change direction) || 104 || || All but Millia/I-No || [2] {{clr|2|Easy}} || Omit j.K>66 on: Leo, Pot, Faust | ||
|- | |- | ||
| | 2S>2H>236K>j.K>66j.H(2)|>c.S>2S>2H(ws)>6H! || mid to corner || 171 may || || may, millia, gio, ram || [3] {{clr|3|Medium}} || 2S route near to corner (just past P2 roundstart distance). | | | 2S>2H>236K>j.K>66j.H(2)|>c.S>2S>2H(ws)>6H! || mid to corner || 171 may || || may, millia, gio, ram || [3] {{clr|3|Medium}} || 2S route near to corner (just past P2 roundstart distance). | ||
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| | 2S>2H>236K>j.K|>2S>2H>236K(ws)! || mid to corner || 159 faust || || Faust || [3] {{clr|3|Medium}} || | | | 2S>2H>236K>j.K|>2S>2H>236K(ws)! || mid to corner || 159 faust || || Faust || [3] {{clr|3|Medium}} || | ||
|- | |- | ||
| | 2S>2H>236K>j.S|>2S>2H>236S(ws)>6H! || mid to corner || | | | 2S>2H>236K>j.S|>2S>2H>236S(ws)>6H! || mid to corner || 165 || || Leo, Pot, Anji, Chipp, Ky, Nago || [3] {{clr|3|Medium}} || | ||
|- | |- | ||
| | c.s>2S>2H>236K>j.S>2S>2H(ws)>6H! || Near corner || | | | c.s>2S>2H>236K>j.S>2S>2H(ws)>6H! || Near corner || 183 || || All || [3] {{clr|3|Medium}} || range such that 236K pushes opponent to wall | ||
|- | |- | ||
| | 2S>2H>236K>j.S>f.S>236S>236S(ws)>6H! || Near corner || | | | 2S>2H>236K>j.S>f.S>236S>236S(ws)>6H! || Near corner || 165 || || All || [3] {{clr|3|Medium}} || Alternative route that starts with 2S | ||
|- | |- | ||
| | c.S>2S>2H>236S>236K>f.S>236S(ws)>6H! || Corner || | | | c.S>2S>2H>236S>236K>f.S>236S(ws)>6H! || Corner || 184 || || All || [3] {{clr|3|Medium}} || Rekka loop! Also works from c.S AA starter | ||
|- | |- | ||
| | 2S>2H>236S>236K>2S>2H(ws)>236K! || Corner || | | | 2S>2H>236S>236K>2S>2H(ws)>236K! || Corner || 164 || || All || [3] {{clr|3|Medium}} || 2S Rekka loop | ||
|- | |- | ||
| | || || || || || [4] {{clr|4|Hard}} || | | | || || || || || [4] {{clr|4|Hard}} || | ||
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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| | (5/6)H>236S>236S || Universal || | | | (5/6)H>236S>236S || Universal || 92/100 || || All || [1] {{clr|1|Very Easy}} || Basic H conversion, no knockdown | ||
|- | |- | ||
| | || || || || || [2] {{clr|2|Easy}} || | | | || || || || || [2] {{clr|2|Easy}} || | ||
|- | |- | ||
| | AA (5/6)H>2S>2H>236S>236K>5S(ws)>6H! || Corner Anti-Air || | | | AA (5/6)H>2S>2H>236S>236K>5S(ws)>6H! || Corner Anti-Air || 185/193 || || All || [3] {{clr|3|Medium}} || Universal corner anti-air route from H starter. | ||
|- | |- | ||
| | AA 2H>236S>236K>2S>2H>236S(ws)>236K! || Corner Anti-Air || | | | AA 2H>236S>236K>2S>2H>236S(ws)>236K! || Corner Anti-Air || 174 || || All || [3] {{clr|3|Medium}} || Universal corner anti-air route from 2H - Doesn't work deep in the corner. | ||
|- | |- | ||
| | 2H>236K>j.(K/S)>66j.H(2)>j.623S || Universal || | | | 2H>236K>j.(K/S)>66j.H(2)>j.623S || Universal || 122 || || All || [3] {{clr|3|Medium}} || 2H route, j.S for: Leo, Pot, Faust, Axl, Chipp, Nago, Zato | ||
|- | |- | ||
| | || || || || || [4] {{clr|4|Hard}} || | | | || || || || || [4] {{clr|4|Hard}} || | ||
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| | || || || || || [1] {{clr|1|Very Easy}} || | | | || || || || || [1] {{clr|1|Very Easy}} || | ||
|- | |- | ||
| | Wall run cancel j.S>c.S>2D>236S>236S || Corner || | | | Wall run cancel j.S>c.S>2D>236S>236S || Corner || 103 || || All || [2] {{clr|2|Easy}} || Low wall run cancel j.S mixup after 236[P] - 1 rekka only on Leo, Pot, Faust, Nago | ||
|- | |- | ||
| | j.H>2S>2H>236S>236K>2S>2H>6H || Corner || | | | j.H>2S>2H>236S>236K>2S>2H>6H || Corner || 150 || || Not Faust, Gio, I-No || [3] {{clr|3|Medium}} || Corner j.H jump in route into rekka loops | ||
|- | |- | ||
| | j.D>2K>2D>236S>236S || Universal || | | | j.D>2K>2D>236S>236S || Universal || 101 || || All || [3] {{clr|3|Medium}} || Relatively lenient on timing, universal j.D jump in | ||
|- | |- | ||
| | j.D>2S>2H>236K>j.K>66j.D(ws)>j.D! || Near corner || | | | j.D>2S>2H>236K>j.K>66j.D(ws)>j.D! || Near corner || 169 || || Not Leo, Faust || [4] {{clr|4|Hard}} || j.D has to hit very deep, j.S instead of K for Axl, Chipp, Ky, Nago, Zato. 66j.SD for Anji | ||
|- | |- | ||
| | || || || || || [5] {{clr|5|Very Hard}} || | | | || || || || || [5] {{clr|5|Very Hard}} || | ||
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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| | 2D>236S>236S || Universal || | | | 2D>236S>236S || Universal || 74 || || All || [1] {{clr|1|Very Easy}} || Basic sweep conversion. 1 Rekka only on: Faust, Anji, Giovanna, I-No, Nagoriyuki, Ramlethal | ||
|- | |- | ||
| | 5[D]>j.SK>j.SKSDD || Universal || | | | 5[D]>j.SK>j.SKSDD || Universal || 173 || || Not May, Pot, Chipp || [2] {{clr|2|Easy}} || Basic Dust homing jump combo | ||
|- | |- | ||
| | 5[D]>j.SK>dj.H(2)DD || Universal || 174 may || || May, Pot || [2] {{clr|2|Easy}} || Alternative homing jump combo 1 | | | 5[D]>j.SK>dj.H(2)DD || Universal || 174 may || || May, Pot || [2] {{clr|2|Easy}} || Alternative homing jump combo 1 |
Revision as of 19:03, 15 June 2021
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
- Currently, every damage value here has only been dealt to Ky unless otherwise stated (e.g. character specific routes)
- When breaking the wall, optimal ground hit is 6H, optimal air hit is j.D
- Temporary notation:
- (ws) = Wall Stick,
- ! = wallbreak (i.e. j.D! = break wall with j.D)
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
(5/2)K>2D>236S>236S | Universal | 73 | All (I-No 236Sx1 only) | [1] Very Easy | Universal K starter into knockdown | |
(5/2)K>2D>236H | Universal | 56 | All (I-No 236Sx1 only) | [1] Very Easy | Leaves the opponent further away | |
(5/2)K>2D>236P | Universal | 59 | All (I-No 236Sx1 only) | [1] Very Easy | Universal K starter into knockdown, crosses through the opponent when not in the corner | |
(5P>5P>)5P>6P>236S>236S | Universal | 67 | All | [2] Easy | Omit P based on spacing, can be 2P also (but not 2Px3) | |
(AA) 5P>6H>2S>2H>236K(ws)>j.D! | Corner | 153 | All | [3] Medium | Anti-Air. Guaranteed wall stick on 236K | |
(AA) 5K>6H>2S>2H>236K(ws)>66j.D! | Corner | 157 | All | [3] Medium | Anti-Air. Guaranteed wall stick on 236K | |
(AA) 5K>jc j.K>66j.K>jc dj.KD | Universal | 73 | All except Ram | [3] Medium | Basic anti-air route, small adjustments in hit number can be applied. | |
(AA) 6K>c.S>2H>236S>236K>f.S>236S(ws)>6H! | Corner | 167 | TBD | [4] Hard | Anti-Air route from 6K. Impractical but looks cool. | |
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2S>2H>236H | Universal | 76 | All | [1] Very Easy | Very simple 2S confirm | |
2S > 2H > 236K > j.K > ADC > j.H > j.623S > 66RRC > 2H > 236K > j.S > djc > j.S Wallbreak | Back to Wall | 158(?) | [2] Easy | A dash at the start is not necessary but makes this significantly easier | ||
AA c.S>j.S>66j.H>623S | Universal Anti-air | 114 | All | [2] Easy | Anti air route. Some characters get 2 j.H hits | |
c.S>2S>2H>236K>(j.K>66)j.D | Not close to corner (236K doesn't change direction) | 104 | All but Millia/I-No | [2] Easy | Omit j.K>66 on: Leo, Pot, Faust | |
2S>2H>236K>j.K>66j.H(2)|>c.S>2S>2H(ws)>6H! | mid to corner | 171 may | may, millia, gio, ram | [3] Medium | 2S route near to corner (just past P2 roundstart distance). | |
2S>2H>236K>j.K>66j.SH(1)|>c.S>2H(ws)>6H! | mid to corner | 153 sol | sol, I-no | [3] Medium | Route is character specific | |
2S>2H>236K>j.S>66j.H(2)|>c.S>2H(ws)>6H! | mid to corner | 164 leo | Axl, Zato | [3] Medium | Best damage route listed for each char | |
2S>2H>236K>j.K|>2S>2H>236K(ws)! | mid to corner | 159 faust | Faust | [3] Medium | ||
2S>2H>236K>j.S|>2S>2H>236S(ws)>6H! | mid to corner | 165 | Leo, Pot, Anji, Chipp, Ky, Nago | [3] Medium | ||
c.s>2S>2H>236K>j.S>2S>2H(ws)>6H! | Near corner | 183 | All | [3] Medium | range such that 236K pushes opponent to wall | |
2S>2H>236K>j.S>f.S>236S>236S(ws)>6H! | Near corner | 165 | All | [3] Medium | Alternative route that starts with 2S | |
c.S>2S>2H>236S>236K>f.S>236S(ws)>6H! | Corner | 184 | All | [3] Medium | Rekka loop! Also works from c.S AA starter | |
2S>2H>236S>236K>2S>2H(ws)>236K! | Corner | 164 | All | [3] Medium | 2S Rekka loop | |
[4] Hard | ||||||
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
(5/6)H>236S>236S | Universal | 92/100 | All | [1] Very Easy | Basic H conversion, no knockdown | |
[2] Easy | ||||||
AA (5/6)H>2S>2H>236S>236K>5S(ws)>6H! | Corner Anti-Air | 185/193 | All | [3] Medium | Universal corner anti-air route from H starter. | |
AA 2H>236S>236K>2S>2H>236S(ws)>236K! | Corner Anti-Air | 174 | All | [3] Medium | Universal corner anti-air route from 2H - Doesn't work deep in the corner. | |
2H>236K>j.(K/S)>66j.H(2)>j.623S | Universal | 122 | All | [3] Medium | 2H route, j.S for: Leo, Pot, Faust, Axl, Chipp, Nago, Zato | |
[4] Hard | ||||||
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
[1] Very Easy | ||||||
Wall run cancel j.S>c.S>2D>236S>236S | Corner | 103 | All | [2] Easy | Low wall run cancel j.S mixup after 236[P] - 1 rekka only on Leo, Pot, Faust, Nago | |
j.H>2S>2H>236S>236K>2S>2H>6H | Corner | 150 | Not Faust, Gio, I-No | [3] Medium | Corner j.H jump in route into rekka loops | |
j.D>2K>2D>236S>236S | Universal | 101 | All | [3] Medium | Relatively lenient on timing, universal j.D jump in | |
j.D>2S>2H>236K>j.K>66j.D(ws)>j.D! | Near corner | 169 | Not Leo, Faust | [4] Hard | j.D has to hit very deep, j.S instead of K for Axl, Chipp, Ky, Nago, Zato. 66j.SD for Anji | |
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2D>236S>236S | Universal | 74 | All | [1] Very Easy | Basic sweep conversion. 1 Rekka only on: Faust, Anji, Giovanna, I-No, Nagoriyuki, Ramlethal | |
5[D]>j.SK>j.SKSDD | Universal | 173 | Not May, Pot, Chipp | [2] Easy | Basic Dust homing jump combo | |
5[D]>j.SK>dj.H(2)DD | Universal | 174 may | May, Pot | [2] Easy | Alternative homing jump combo 1 | |
5[D]>j.KS>dj.KSDD | Universal | 200 Chipp | Chipp | [2] Easy | Alternative homing jump combo 2 for Chipp | |
[3] Medium | ||||||
[4] Hard | ||||||
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
[1] Very Easy | ||||||
[2] Easy | ||||||
[3] Medium | ||||||
[4] Hard | ||||||
[5] Very Hard |
Reference 1
https://twitter.com/scgorro/status/1362393380387389440?s=21
Transcriptions:
(ws) = wallsplat, normal ender is 6H, otherwise super.
(wr) = Wall run start, hold 6 into the wall to begin
r.[X] = wallrun button
(Near Corner) 2S>2H>236K>j.K>66j.SH|>c.S>5H(ws)>6H
(Corner) 2S>2H>236K>66j.SH|>c.S>5H(ws)>6H
(B2C, full carry, 50 meter) 662S>2H>236K>j.K>66j.H>j.623S>66RC|>2H>236K>j.S>j.623S
(midscreen, 50 meter) c.S>6H>236S>236S>66RC delay c.S>6H>236S->236S(ws)>236236K
(corner, 50 meter) c.S>2S>2H>623S>66RC>236P (whiff)>66(WR)>r.S>r.S>r.S>r.H>r.6H>4>623S
(corner, 100 meter) c.S>2H>623S>66RC>236P (whiff)>66(WR)>r.SS>r.6H>4>j.236K|>c.S>6H>632146H