GGST/Chipp Zanuff/Combos: Difference between revisions

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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
|-
| | {{clr|2|(5/2)K}} > {{clr|5|2D}} > {{clr|3|236S}} > {{clr|3|236S}} || Universal || 69 ||  || All (I-No 236Sx1 only) || [1] {{clr|1|Very Easy}} || Universal K starter into knockdown
| | {{clr|2|(5/2)K}} > {{clr|5|2D}} > {{clr|3|236S}} > {{clr|3|236S}} || Anywhere || 69 ||  || All (I-No 236Sx1 only) || [1] {{clr|1|Very Easy}} || Universal K starter into knockdown
|-  
|-  
| | {{clr|2|(5/2)K}} > {{clr|5|2D}} > {{clr|4|236H}} || Universal ||  ||  || All (I-No 236Sx1 only) || [1] {{clr|1|Very Easy}} || Leaves the opponent further away
| | {{clr|2|(5/2)K}} > {{clr|5|2D}} > {{clr|4|236H}} || Anywhere ||  ||  || All (I-No 236Sx1 only) || [1] {{clr|1|Very Easy}} || Leaves the opponent further away
|-  
|-  
| | {{clr|2|(5/2)K}} > {{clr|5|2D}} > {{clr|1|236P}} || Universal ||  ||  || All (I-No 236Sx1 only) || [1] {{clr|1|Very Easy}} || Universal K starter into knockdown, crosses through the opponent when not in the corner
| | {{clr|2|(5/2)K}} > {{clr|5|2D}} > {{clr|1|236P}} || Anywhere ||  ||  || All (I-No 236Sx1 only) || [1] {{clr|1|Very Easy}} || Universal K starter into knockdown, crosses through the opponent when not in the corner
|-  
|-  
| | ({{clr|1|5P}} > {{clr|1|5P}} > ){{clr|1|5P}} > {{clr|1|6P}} > {{clr|3|236S}} > {{clr|3|236S}} || Universal || 61 ||  || All || [2] {{clr|2|Easy}} || Omit P based on spacing, can be {{clr|1|2P}} also (but not {{clr|1|2P}}x3)
| | ({{clr|1|5P}} > {{clr|1|5P}} >) {{clr|1|5P}} > {{clr|1|6P}} > {{clr|3|236S}} > {{clr|3|236S}} || Anywhere || 61 ||  || All || [2] {{clr|2|Easy}} || Omit P based on spacing, can be {{clr|1|2P}} also (but not {{clr|1|2P}}x3)
|-  
|-  
| | (AA) {{clr|1|5P}} > {{clr|4|6H}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}}(ws) > {{clr|5|j.D}}! || Corner || 145 ||  || All || [3] {{clr|3|Medium}} || Anti-Air. Guaranteed wall stick on 236K
| | AA {{clr|1|5P}} > {{clr|4|6H}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} WS > {{clr|5|j.D}} WB || Corner || 145 ||  || All || [3] {{clr|3|Medium}} || Anti-Air. Guaranteed wall stick on 236K
|-  
|-  
| | (AA) {{clr|2|5K}} > {{clr|4|6H}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}}(ws) > 66{{clr|5|j.D}}! || Corner || 149 ||  || All || [3] {{clr|3|Medium}} || Anti-Air. Guaranteed wall stick on 236K
| | AA {{clr|2|5K}} > {{clr|4|6H}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} WS > 66{{clr|5|j.D}} WB || Corner || 149 ||  || All || [3] {{clr|3|Medium}} || Anti-Air. Guaranteed wall stick on 236K
|-  
|-  
| | (AA) {{clr|2|5K}} > jc {{clr|2|j.K}} > 66{{clr|2|j.K}} > jc d{{clr|2|j.K}} > {{clr|5|j.D}} || Universal || 73 ||  || All except Ram || [3] {{clr|3|Medium}} || Basic anti-air route, small adjustments in hit number can be applied.  
| | AA {{clr|2|5K}} > jc {{clr|2|j.K}} > 66{{clr|2|j.K}} > jc d{{clr|2|j.K}} > {{clr|5|j.D}} || Anywhere || 73 ||  || All except Ram || [3] {{clr|3|Medium}} || Basic anti-air route, small adjustments in hit number can be applied.  
|-  
|-  
| | (AA) {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|3|f.S}} > {{clr|3|236S}}(ws) > {{clr|4|6H}}! || Corner ||  ||  || TBD || [4] {{clr|4|Hard}} || Anti-Air route from 6K. Impractical but looks cool.
| | AA {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|3|f.S}} > {{clr|3|236S}} WS > {{clr|4|6H}} WB || Corner ||  ||  || 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
|-
|-
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|236H}} || Universal || 73 ||  || All || [1] {{clr|1|Very Easy}} || Very simple {{clr|3|2S}} confirm
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|236H}} || Anywhere || 73 ||  || All || [1] {{clr|1|Very Easy}} || Very simple {{clr|3|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}} WB || Back to Wall || 158 ||  ||  || [2] {{clr|2|Easy}} || A dash at the start is not necessary but makes this significantly easier
|-  
|-  
| | AA {{clr|3|c.S}} > {{clr|3|j.S}} > 66{{clr|4|j.H}} > {{clr|3|623S}} || Universal Anti-air || 109 ||  || All || [2] {{clr|2|Easy}} || Anti air route. Some characters get 2 j.H hits
| | AA {{clr|3|c.S}} > {{clr|3|j.S}} > 66{{clr|4|j.H}} > {{clr|3|623S}} || Anywhere || 109 ||  || All || [2] {{clr|2|Easy}} || Anti air route. Some characters get 2 j.H hits
|-  
|-  
| | {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > ({{clr|2|j.K}} > 66){{clr|5|j.D}} || Not close to corner ({{clr|2|236K}} doesn't change direction) || 125 ||  || All but Millia/I-No || [2] {{clr|2|Easy}} || Omit j.K > 66 on: Leo, Pot, Faust
| | {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > ({{clr|2|j.K}} > 66){{clr|5|j.D}} || Not close to corner ({{clr|2|236K}} doesn't change direction) || 125 ||  || All but Millia, I-No || [2] {{clr|2|Easy}} || Omit j.K > 66 on: Leo, Pot, Faust
|-  
|-  
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K}} > 66{{clr|4|j.H(2)}} |> {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}}(ws) > {{clr|4|6H}}! || mid to corner || 171 may  ||  || may, millia, gio, ram || [3] {{clr|3|Medium}} || {{clr|3|2S}} route near to corner (just past P2 roundstart distance).
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K}} > 66{{clr|4|j.H(2)}} |> {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} WS > {{clr|4|6H}} WB || Mid to Corner || 171 may  ||  || May, Millia, Gio, Ram || [3] {{clr|3|Medium}} || {{clr|3|2S}} route near to corner (just past P2 roundstart distance).
|-  
|-  
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K}} > 66{{clr|3|j.S}} > {{clr|4|j.H(1)}} |> {{clr|3|c.S}} > {{clr|4|2H}}(ws) > {{clr|4|6H}}! || mid to corner || 153 sol ||  || sol, I-no || [3] {{clr|3|Medium}} || Route is character specific
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K}} > 66{{clr|3|j.S}} > {{clr|4|j.H(1)}} |> {{clr|3|c.S}} > {{clr|4|2H}} WS > {{clr|4|6H}} WB || Mid to Corner || 153 sol ||  || Sol, I-no || [3] {{clr|3|Medium}} || Route is character specific
|-  
|-  
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} > 66{{clr|4|j.H(2)}} |> {{clr|3|c.S}} > {{clr|4|2H}}(ws) > {{clr|4|6H}}! || mid to corner || 164 leo ||  || Axl, Zato || [3] {{clr|3|Medium}} || Best damage route listed for each char
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} > 66{{clr|4|j.H(2)}} |> {{clr|3|c.S}} > {{clr|4|2H}} WS > {{clr|4|6H}} WB || Mid to Corner || 164 leo ||  || Axl, Zato || [3] {{clr|3|Medium}} || Best damage route listed for each char
|-  
|-  
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K}} |> {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}}(ws)! || mid to corner || 159 faust  ||  || Faust || [3] {{clr|3|Medium}} ||
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K}} |> {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} WS WB || Mid to Corner || 159 faust  ||  || Faust || [3] {{clr|3|Medium}} ||
|-  
|-  
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} |> {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}}(ws) > {{clr|4|6H}}! || mid to corner || 164 leo ||  || Leo, Pot, Anji, Chipp, Ky, Nago || [3] {{clr|3|Medium}} ||
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} |> {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} WS > {{clr|4|6H}} WB || Mid to Corner || 164 leo ||  || Leo, Pot, Anji, Chipp, Ky, Nago || [3] {{clr|3|Medium}} ||
|-  
|-  
| | {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} > {{clr|3|2S}} > {{clr|4|2H}}(ws) > {{clr|4|6H}}! || Near corner || 176 sol ||  || All || [3] {{clr|3|Medium}} || range such that {{clr|2|236K}} pushes opponent to wall
| | {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} > {{clr|3|2S}} > {{clr|4|2H}} WS > {{clr|4|6H}} WB || Near corner || 176 sol ||  || All || [3] {{clr|3|Medium}} || range such that {{clr|2|236K}} pushes opponent to wall
|-  
|-  
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} > {{clr|3|f.S}} > {{clr|3|236S}} > {{clr|3|236S}}(ws) > {{clr|4|6H}}! || Near corner || 158 sol ||  || All || [3] {{clr|3|Medium}} || Alternative route that starts with 2S
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} > {{clr|3|f.S}} > {{clr|3|236S}} > {{clr|3|236S}} WS > {{clr|4|6H}} WB || Near corner || 158 sol ||  || All || [3] {{clr|3|Medium}} || Alternative route that starts with 2S
|-  
|-  
| | {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|3|f.S}} > {{clr|3|236S}}(ws) > {{clr|4|6H}}! || Corner || 180 sol ||  || All || [3] {{clr|3|Medium}} || Rekka loop! Also works from c.S AA starter
| | {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|3|f.S}} > {{clr|3|236S}} WS > {{clr|4|6H}} WB || Corner || 180 sol ||  || All || [3] {{clr|3|Medium}} || Rekka loop! Also works from c.S AA starter
|-  
|-  
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|3|2S}} > {{clr|4|2H}}(ws) > {{clr|2|236K}}! || Corner || 158 sol ||  || All || [3] {{clr|3|Medium}} || {{clr|3|2S}} Rekka loop
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|3|2S}} > {{clr|4|2H}} WS > {{clr|2|236K}} WB || Corner || 158 sol ||  || All || [3] {{clr|3|Medium}} || {{clr|3|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
|-
|-
| | {{clr|4|(5/6)H}} > {{clr|3|236S}} > {{clr|3|236S}} || Universal || 89/97 ||  || All || [1] {{clr|1|Very Easy}} || Basic H conversion, no knockdown
| | {{clr|4|(5/6)H}} > {{clr|3|236S}} > {{clr|3|236S}} || Anywhere || 89/97 ||  || All || [1] {{clr|1|Very Easy}} || Basic H conversion, no knockdown
|-  
|-  
| |  ||  ||  ||  ||  || [2] {{clr|2|Easy}} ||
| |  ||  ||  ||  ||  || [2] {{clr|2|Easy}} ||
|-  
|-  
| | AA {{clr|4|(5/6)H}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|3|5S}}(ws) > {{clr|4|6H}}! || Corner Anti-Air || 177 ||  || All || [3] {{clr|3|Medium}} || Universal corner anti-air route from H starter.
| | AA {{clr|4|(5/6)H}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|3|5S}} WS > {{clr|4|6H}} WB || Corner Anti-Air || 177 ||  || All || [3] {{clr|3|Medium}} || Universal corner anti-air route from H starter.
|-  
|-  
| | AA {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}}(ws) > {{clr|2|236K}}! || Corner Anti-Air || 167 ||  || All || [3] {{clr|3|Medium}} || Universal corner anti-air route from {{clr|4|2H}} - Doesn't work deep in the corner.
| | AA {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} WS > {{clr|2|236K}} WB || Corner Anti-Air || 167 ||  || All || [3] {{clr|3|Medium}} || Universal corner anti-air route from {{clr|4|2H}} - Doesn't work deep in the corner.
|-  
|-  
| | {{clr|4|2H}} > {{clr|2|236K}} > j.({{clr|2|K}}/{{clr|3|S}}) > 66{{clr|4|j.H(2)}} > {{clr|3|j.623S}} || Universal || 115 ||  || All || [3] {{clr|3|Medium}} || {{clr|4|2H}} route, j.S for: Leo, Pot, Faust, Axl, Chipp, Nago, Zato
| | {{clr|4|2H}} > {{clr|2|236K}} > j.({{clr|2|K}}/{{clr|3|S}}) > 66{{clr|4|j.H(2)}} > {{clr|3|j.623S}} || Anywhere || 115 ||  || All || [3] {{clr|3|Medium}} || {{clr|4|2H}} route, j.S for: Leo, Pot, Faust, Axl, Chipp, Nago, Zato
|-  
|-  
| |  ||  ||  ||  ||  || [4] {{clr|4|Hard}} ||
| |  ||  ||  ||  ||  || [4] {{clr|4|Hard}} ||
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| | Wall run cancel {{clr|3|j.S}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > {{clr|3|236S}} || Corner || 102 ||  || All || [2] {{clr|2|Easy}} || Low wall run cancel j.S mixup after 236[P] - 1 rekka only on Leo, Pot, Faust, Nago
| | Wall run cancel {{clr|3|j.S}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > {{clr|3|236S}} || Corner || 102 ||  || All || [2] {{clr|2|Easy}} || Low wall run cancel j.S mixup after 236[P] - 1 rekka only on Leo, Pot, Faust, Nago
|-  
|-  
| | {{clr|4|j.H}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|6H}} || Corner || 141 ||  || Not Faust, Gio, I-No || [3] {{clr|3|Medium}} || Corner j.H jump in route into rekka loops
| | {{clr|4|j.H}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|6H}} || Corner || 141 ||  || All but Faust, Gio, I-No || [3] {{clr|3|Medium}} || Corner j.H jump in route into rekka loops
|-  
|-  
| | {{clr|5|j.D}} > {{clr|2|2K}} > {{clr|5|2D}} > {{clr|3|236S}} > {{clr|3|236S}} || Universal || 96 ||  || All || [3] {{clr|3|Medium}} || Relatively lenient on timing, universal j.D jump in
| | {{clr|5|j.D}} > {{clr|2|2K}} > {{clr|5|2D}} > {{clr|3|236S}} > {{clr|3|236S}} || Anywhere || 96 ||  || All || [3] {{clr|3|Medium}} || Relatively lenient on timing, universal j.D jump in
|-  
|-  
| | {{clr|5|j.D}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K}} > 66{{clr|5|j.D}}(ws) > {{clr|5|j.D}}! || Near corner || 154 ||  || Not Leo, Faust || [4] {{clr|4|Hard}} || j.D has to hit very deep
| | {{clr|5|j.D}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K}} > 66{{clr|5|j.D}} WS > {{clr|5|j.D}} WB || Near corner || 154 ||  || All but Leo, Faust || [4] {{clr|4|Hard}} || j.D has to hit very deep
|-  
|-  
| |  ||  ||  ||  ||  || [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
|-
|-
| | {{clr|5|2D}} > {{clr|3|236S}} > {{clr|3|236S}} || Universal || 71 ||  || All || [1] {{clr|1|Very Easy}} || Basic sweep conversion. 1 Rekka only on: Faust, Anji, Giovanna, I-No, Nagoriyuki, Ramlethal
| | {{clr|5|2D}} > {{clr|3|236S}} > {{clr|3|236S}} || Anywhere || 71 ||  || All || [1] {{clr|1|Very Easy}} || Basic sweep conversion. 1 Rekka only on: Faust, Anji, Giovanna, I-No, Nagoriyuki, Ramlethal
|-  
|-  
| | {{clr|5|5[D]}} > {{clr|3|j.S}} > {{clr|2|j.K}} > jc {{clr|3|j.S}}> {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|5|j.D}} || Universal || 166 ||  || Not May, Pot, Chipp || [2] {{clr|2|Easy}} || Basic Dust homing jump combo
| | {{clr|5|5[D]}} > {{clr|3|j.S}} > {{clr|2|j.K}} > jc {{clr|3|j.S}}> {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|5|j.D}} || Anywhere || 166 ||  || All but May, Pot, Chipp || [2] {{clr|2|Easy}} || Basic Dust homing jump combo
|-  
|-  
| | {{clr|5|5[D]}} > {{clr|3|j.S}} > {{clr|2|j.K}} > jc d{{clr|4|j.H(2)}} > {{clr|5|j.D}} > {{clr|5|j.D}} || Universal || 174 may ||  || May, Pot || [2] {{clr|2|Easy}} || Alternative homing jump combo 1
| | {{clr|5|5[D]}} > {{clr|3|j.S}} > {{clr|2|j.K}} > jc d{{clr|4|j.H(2)}} > {{clr|5|j.D}} > {{clr|5|j.D}} || Anywhere || 174 may ||  || May, Pot || [2] {{clr|2|Easy}} || Alternative homing jump combo 1
|-  
|-  
| | {{clr|5|5[D]}} > {{clr|2|j.K}}> {{clr|3|j.S}} > jc dj.{{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|5|j.D}} || Universal || 200 Chipp ||  || Chipp || [2] {{clr|2|Easy}} || Alternative homing jump combo 2 for Chipp
| | {{clr|5|5[D]}} > {{clr|2|j.K}}> {{clr|3|j.S}} > jc dj.{{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|5|j.D}} || Anywhere || 200 Chipp ||  || Chipp || [2] {{clr|2|Easy}} || Alternative homing jump combo 2 for Chipp
|-  
|-  
| |  ||  ||  ||  ||  || [3] {{clr|3|Medium}} ||
| |  ||  ||  ||  ||  || [3] {{clr|3|Medium}} ||

Revision as of 23:34, 15 June 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
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 Sol.
  • 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)
5P/2P/5K/2K Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
(5/2)K > 2D > 236S > 236S Anywhere 69 All (I-No 236Sx1 only) [1] Very Easy Universal K starter into knockdown
(5/2)K > 2D > 236H Anywhere All (I-No 236Sx1 only) [1] Very Easy Leaves the opponent further away
(5/2)K > 2D > 236P Anywhere 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 Anywhere 61 All [2] Easy Omit P based on spacing, can be 2P also (but not 2Px3)
AA 5P > 6H > 2S > 2H > 236K WS > j.D WB Corner 145 All [3] Medium Anti-Air. Guaranteed wall stick on 236K
AA 5K > 6H > 2S > 2H > 236K WS > 66j.D WB Corner 149 All [3] Medium Anti-Air. Guaranteed wall stick on 236K
AA 5K > jc j.K > 66j.K > jc dj.K > j.D Anywhere 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 WB Corner TBD [4] Hard Anti-Air route from 6K. Impractical but looks cool.
[5] Very Hard
c.S/f.S/2S Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
2S > 2H > 236H Anywhere 73 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 WB 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 Anywhere 109 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) 125 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 WB 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.S > j.H(1) |> c.S > 2H WS > 6H WB 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 WB 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 WB Mid to Corner 159 faust Faust [3] Medium
2S > 2H > 236K > j.S |> 2S > 2H > 236S WS > 6H WB Mid to Corner 164 leo Leo, Pot, Anji, Chipp, Ky, Nago [3] Medium
c.S > 2S > 2H > 236K > j.S > 2S > 2H WS > 6H WB Near corner 176 sol All [3] Medium range such that 236K pushes opponent to wall
2S > 2H > 236K > j.S > f.S > 236S > 236S WS > 6H WB Near corner 158 sol All [3] Medium Alternative route that starts with 2S
c.S > 2S > 2H > 236S > 236K > f.S > 236S WS > 6H WB Corner 180 sol All [3] Medium Rekka loop! Also works from c.S AA starter
2S > 2H > 236S > 236K > 2S > 2H WS > 236K WB Corner 158 sol All [3] Medium 2S Rekka loop
[4] Hard
[5] Very Hard
5H/2H Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
(5/6)H > 236S > 236S Anywhere 89/97 All [1] Very Easy Basic H conversion, no knockdown
[2] Easy
AA (5/6)H > 2S > 2H > 236S > 236K > 5S WS > 6H WB Corner Anti-Air 177 All [3] Medium Universal corner anti-air route from H starter.
AA 2H > 236S > 236K > 2S > 2H > 236S WS > 236K WB Corner Anti-Air 167 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 Anywhere 115 All [3] Medium 2H route, j.S for: Leo, Pot, Faust, Axl, Chipp, Nago, Zato
[4] Hard
[5] Very Hard
Jump-in Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
Wall run cancel j.S > c.S > 2D > 236S > 236S Corner 102 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 141 All but Faust, Gio, I-No [3] Medium Corner j.H jump in route into rekka loops
j.D > 2K > 2D > 236S > 236S Anywhere 96 All [3] Medium Relatively lenient on timing, universal j.D jump in
j.D > 2S > 2H > 236K > j.K > 66j.D WS > j.D WB Near corner 154 All but Leo, Faust [4] Hard j.D has to hit very deep
[5] Very Hard
Dust Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
2D > 236S > 236S Anywhere 71 All [1] Very Easy Basic sweep conversion. 1 Rekka only on: Faust, Anji, Giovanna, I-No, Nagoriyuki, Ramlethal
5[D] > j.S > j.K > jc j.S> j.K > j.S > j.D > j.D Anywhere 166 All but May, Pot, Chipp [2] Easy Basic Dust homing jump combo
5[D] > j.S > j.K > jc dj.H(2) > j.D > j.D Anywhere 174 may May, Pot [2] Easy Alternative homing jump combo 1
5[D] > j.K> j.S > jc dj.j.K > j.S > j.D > j.D Anywhere 200 Chipp Chipp [2] Easy Alternative homing jump combo 2 for Chipp
[3] Medium
[4] Hard
[5] Very 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

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

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