GGST/Chipp Zanuff/Combos: Difference between revisions

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*https://www.youtube.com/watch?v=CdAuvZoSjh8 (combo video)
*https://www.youtube.com/watch?v=CdAuvZoSjh8 (combo video)
*https://docs.google.com/document/d/1zCKzxckHf7l_dF8FHbMmVWjhGhwbgQiCsB5c8hr_bTQ/edit
*https://docs.google.com/document/d/1zCKzxckHf7l_dF8FHbMmVWjhGhwbgQiCsB5c8hr_bTQ/edit
 
*https://docs.google.com/document/d/1kX9Wp1G2ifFVftCnyag_c_smQuCC5X3apk7M1Qchlzc/edit?usp=sharing (PLEASE HELP ADDING THESE TO THE WIKI!!)
 


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Revision as of 21:49, 19 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 Corner 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 177 All [3] Medium Universal corner anti-air route from H starter.
AA 2H > 236S > 236K > 2S > 2H > 236S WS > 236K WB Corner 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


Transcriptions:

(ws) = wallsplat, normal ender is 6H, otherwise super.

(wr) = Wall run start, hold 6 into the wall to begin

r.[X] = wallrun button


External References

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