GGST/Chipp Zanuff/Combos: Difference between revisions

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(Add formatting to combos from google doc and transcribe to page for sorting)
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<!--Please test or re-test combo damage against Ky, as he has a 1.00 defense mod while Sol's is 0.98.-->
<!--Please test or re-test combo damage against Ky, as he has a 1.00 defense mod while Sol's is 0.98.-->
*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:
*Character Specific notation:
**(ws) = Wall Stick,
**'''(wr)''' = Wall run start (from 23[6]P / 236[P] / similar)
**! = wallbreak (i.e. j.D! = break wall with j.D)
**'''wr.[X]''' = wallrun button
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+{{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|5K}}/{{clr|2|2K}} Starters
|+{{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|5K}}/{{clr|2|2K}} Starters
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===== Transcriptions: =====
===== Unsorted: =====
'''(ws)''' = wallsplat, normal ender is 6H, otherwise super.


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


'''r.[X]''' = wallrun button
{{clr|2|j.2K}} > {{clr|2|2K}} > {{clr|5|2D}} > {{clr|3|236S}} > {{clr|3|236S}}


{{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K (1)}} > 66BRC > {{clr|2|j.K}} > land {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|4|j.H}} > {{clr|3|2S}} > {{clr|4|6H}} WB
{{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K (1)}} > ADC {{clr|2|j.K}} > jump 66BRC > {{clr|2|j.K}} > {{clr|5|j.D}} > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|4|6H}} WB
{{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|3|2S}} > {{clr|3|236S}} > {{clr|4|6H}} WB
{{clr|5|5[D]}} > {{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|3|dj.S}} > {{clr|5|j.D}} > {{clr|2|j.K}} > {{clr|5|j.D}} > {{clr|5|j.D}}
{{clr|5|5[D]}} > {{clr|4|j.H}} > {{clr|5|dj.D}} > {{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|5|j.D}}
CH {{clr|5|2D}} > {{clr|2|236K}} > {{clr|3|j.S}} > ADC > {{clr|3|j.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|4|6H}} WB
CH {{clr|5|2D}} > dash {{clr|2|2K}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K (1)}} > ADC > {{clr|2|j.K(1)}} > {{clr|5|j.D}} > {{clr|4|6H}} WB
CH {{clr|4|6H}} > dash {{clr|4|2H}} > {{clr|2|236K}} > {{clr|4|j.H}} > dash {{clr|3|c.S}} a> {{clr|4|2H}} > {{clr|2|236K}} WB
CH {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|2K}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|3|2S}} > {{clr|3|236S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|6H}} WB
CH {{clr|4|2H}} > {{clr|3|236S}} > dash {{clr|3|c.S}} > {{clr|2|j.K (1)}} > ADC > {{clr|4|j.H}} > dash {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} WB
AA CH {{clr|4|2H}} > {{clr|3|236S}} whiff > dash {{clr|1|5P}} > dash {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} > {{clr|3|f.S}} > {{clr|4|6H}} WB
Senshuu (236S(w)~236K) > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}}
{{clr|3|623S}} > fast RRC > {{clr|3|j.S}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|2|dj.K}} > {{clr|5|j.D}}
{{clr|3|623S}} > 22RRC > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} > ADC > {{clr|5|j.D}} > {{clr|4|6H}} WB
{{clr|4|632146H}} > PRC > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} > land {{clr|4|5H}} > {{clr|4|6H}} WB
{{clr|4|632146H}} > RRC > run {{clr|3|j.S}} > ADC > {{clr|3|j.S}} > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|4|6H}} WB
Air to air:
{{clr|2|j.K}} >  ADC > {{clr|3|j.S}} >  {{clr|3|2S}} > {{clr|3|236S}} >{{clr|2|236K}} > {{clr|3|f.S}} > {{clr|3|236S}} > {{clr|4|6H}} WB
{{clr|2|j.K}} > ADC > {{clr|3|j.S}} > {{clr|3|c.S}} > {{clr|2|j.K}} ADC > {{clr|4|j.H}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|4|6H}} WB
Corner:
{{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > RRC wr. {{clr|3|c.S}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|c.S}} > {{clr|3|c.S}}  > release 4 > {{clr|4|5H}} > {{clr|4|6H}} WB
{{clr|3|c.S}} > {{clr|4|5H}} > 88RRC > {{clr|3|c.S}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|4|6H}} > release 4 > j.{{clr|2|236K}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|4|6H}} WB
{{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|236H}} > {{clr|3|2S}} > {{clr|4|2H}} > 88RRC > wr {{clr|3|c.S}} x 4 > {{clr|4|5H}} > release 4 > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|6H}} WB
{{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} > {{clr|3|236S}} > RRC > {{clr|3|236S}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} > {{clr|4|6H}} WB
{{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} > {{clr|3|236S}} > RRC > IAD {{clr|3|j.S}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} > {{clr|4|6H}} WB
{{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} > {{clr|3|236S}} > 88RRC > {{clr|5|5[D]}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|6H}} WB
{{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} > {{clr|3|236S}} > fast 66RRC > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|6H}} WB
{{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > j.{{clr|2|236K}} > {{clr|3|c.S}} > {{clr|4|6H}} > WB {{clr|4|6H}} (193)
AA {{clr|1|5P}} > {{clr|2|6K}} > dash {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|236H}}  > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|4|236H}} > {{clr|4|6H}} WB
AA {{clr|4|2H}} > {{clr|2|236K}} > IAD {{clr|1|j.P}} x n
AA {{clr|4|2H}} > {{clr|2|236K}} > IAD {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|6H}} > WB {{clr|4|6H}} (Nago, Gio, May)
AA {{clr|4|2H}}  > {{clr|2|236K}} > IAD {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|236H}} > WB {{clr|4|6H}} (Ram, Ino, Axl, Millia, Faust,  Chipp)
AA {{clr|4|2H}} > {{clr|2|236K}} > IAD {{clr|4|j.H}} > {{clr|1|5P}} x 4 > WB {{clr|4|6H}} (Zato)
CH {{clr|4|2H}} > {{clr|1|23[6]P}} > wr. {{clr|3|c.S}} x 4 > release 4 > {{clr|4|j.H}} > j.{{clr|3|623S}} > fast RRC > {{clr|4|j.H}} > {{clr|3|j.S}} > j.{{clr|3|623S}}>  WB {{clr|4|6H}}
CH {{clr|4|2H}} > {{clr|1|23[6]P}} > wr. {{clr|3|c.S}} x 2 > {{clr|4|5H}}  > {{clr|4|6H}} > release 2 > j.{{clr|2|236K}}  > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|4|632146H}} > PRC run {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > WB {{clr|3|236S}}
CH {{clr|4|6H}} > {{clr|3|c.S}} > {{clr|4|5H}} > dash {{clr|3|2S}} > {{clr|4|5H}} > {{clr|3|2S}} > {{clr|4|2H}} > WB {{clr|4|6H}}
{{clr|1|236P}} > {{clr|1|5P}} > {{clr|1|6P}} > RRC dash > {{clr|5|5[D]}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}}  > {{clr|4|6H}} WB (character?)
{{clr|1|2369P}} > {{clr|2|2K}} > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|3|f.S}} > {{clr|4|6H}} WB (Leo, Anji, Potemkin, Nago, Faust)
{{clr|1|2369P}} > {{clr|3|c.S}}  > {{clr|4|2H}} > {{clr|4|236H}} > {{clr|2|2K}} > {{clr|4|6H}} > {{clr|3|236S}} > {{clr|4|6H}} WB (Gio, Ramlethal, May, Millia)
{{clr|1|2369P}} > {{clr|2|5K}} x 2 > {{clr|2|j.K}} > ADC > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|236H}} > WB {{clr|4|6H}} (Sol, Ky, Zato, Axl)
{{clr|1|2369P}} > {{clr|2|2K}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|236H}} > {{clr|3|2S}} > {{clr|4|2H}} > WB {{clr|4|6H}} (Chipp)
{{clr|1|2369P}} > {{clr|2|5K}}  > {{clr|2|j.K}} > ADC  > {{clr|4|j.H}}  > {{clr|3|c.S}} > {{clr|2|j.K}} > ADC > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|6H}} > WB {{clr|4|6H}}
Senshuu (236S(w)~236K) > dash {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|2|236K}} > {{clr|5|j.D}} > {{clr|4|6H}} WB
Senshuu (236S(w)~236K) > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|3|2S}} > {{clr|4|5H}} WB
Senshuu (236S(w)~236K) > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|236H}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|6H}} WB
CH Rokusai (236S(w)~236S) > Senshuu > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|2|236K}} > {{clr|4|6H}} WB
{{clr|3|63214S}} > RRC > dash {{clr|5|5[D]}} > {{clr|3|2S}} > {{clr|4|2H}} > WB {{clr|2|236K}}
{{clr|3|63214S}} > RRC > {{clr|1|236P}} > wr. {{clr|3|c.S}} x 3 > {{clr|4|5H}} > {{clr|4|6H}} > WB {{clr|4|6H}}
{{clr|3|63214S}} > fast RRC > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > WB {{clr|5|j.D}}
Side Switch (cornered):
{{clr|3|2S}} > {{clr|4|2H}} > {{clr|1|236P}} > PRC > dash {{clr|4|2H}} > {{clr|2|236K}} > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|6H}} WB
{{clr|3|2S}} > {{clr|4|2H}} > {{clr|1|236P}} > PRC > dash > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|4|6H}} WB
{{clr|3|2S}} > {{clr|4|2H}} > {{clr|1|236P}} > {{clr|1|88P}}RC > IAD {{clr|4|j.H}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} WB


==External References==
==External References==
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*https://docs.google.com/document/d/1zCKzxckHf7l_dF8FHbMmVWjhGhwbgQiCsB5c8hr_bTQ/edit
*https://docs.google.com/document/d/1zCKzxckHf7l_dF8FHbMmVWjhGhwbgQiCsB5c8hr_bTQ/edit
* https://combotier.com/ggs/f/Chipp (written combos with video examples)
* https://combotier.com/ggs/f/Chipp (written combos with video examples)
*https://docs.google.com/document/d/1kX9Wp1G2ifFVftCnyag_c_smQuCC5X3apk7M1Qchlzc/edit?usp=sharing (PLEASE HELP ADDING THESE TO THE WIKI!!)
*https://docs.google.com/document/d/1kX9Wp1G2ifFVftCnyag_c_smQuCC5X3apk7M1Qchlzc/edit?usp=sharing (Added to unsorted above)


==Navigation==
==Navigation==
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{{#lst:{{BASEPAGENAME}}/Data|Links}}
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Revision as of 23:02, 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
  • Character Specific notation:
    • (wr) = Wall run start (from 23[6]P / 236[P] / similar)
    • wr.[X] = wallrun button
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


Unsorted:

Midscreen:

j.2K > 2K > 2D > 236S > 236S

2S > 2H > 236K > j.K (1) > 66BRC > j.K > land c.S > 2H > 236K > j.H > 2S > 6H WB

2S > 2H > 236K > j.K (1) > ADC j.K > jump 66BRC > j.K > j.D > c.S > 2H > 236K > 6H WB

c.S > 2S > 2H > 236S > 236K > 2S > 236S > 6H WB

5[D] > j.S > j.D > dj.S > j.D > j.K > j.D > j.D

5[D] > j.H > dj.D > j.S > j.D > j.S > j.D > j.D

CH 2D > 236K > j.S > ADC > j.S > 2S > 2H > 236K > 6H WB

CH 2D > dash 2K > 2S > 2H > 236K > j.K (1) > ADC > j.K(1) > j.D > 6H WB

CH 6H > dash 2H > 236K > j.H > dash c.S a> 2H > 236K WB

CH 2H > 236K > 2K > 2S > 2H > 236S > 2S > 236S > 2S > 2H > 6H WB

CH 2H > 236S > dash c.S > j.K (1) > ADC > j.H > dash c.S > 2S > 2H > 236K WB

AA CH 2H > 236S whiff > dash 5P > dash c.S > 2H > 236K > j.S > f.S > 6H WB

Senshuu (236S(w)~236K) > 2S > 2H > 236S > 236K

623S > fast RRC > j.S > j.S > j.H > dj.K > j.D

623S > 22RRC > c.S > 2H > 236K > j.S > ADC > j.D > 6H WB

632146H > PRC > 2S > 2H > 236K > j.S > land 5H > 6H WB

632146H > RRC > run j.S > ADC > j.S > c.S > 2H > 236K > 6H WB


Air to air:

j.K > ADC > j.S > 2S > 236S >236K > f.S > 236S > 6H WB

j.K > ADC > j.S > c.S > j.K ADC > j.H > 2S > 2H > 236S > 6H WB


Corner:

c.S > 2S > 2H > RRC wr. c.S > c.S > 5H > c.S > c.S > release 4 > 5H > 6H WB

c.S > 5H > 88RRC > c.S > c.S > 5H > 6H > release 4 > j.236K > 2S > 2H > 236K > 6H WB

c.S > 2H > 236H > 2S > 2H > 88RRC > wr c.S x 4 > 5H > release 4 > 2S > 2H > 6H WB

c.S > 6H > 236S > 236S > RRC > 236S > c.S > 6H > 236S > 6H WB

c.S > 6H > 236S > 236S > RRC > IAD j.S > c.S > 6H > 236S > 6H WB

c.S > 6H > 236S > 236S > 88RRC > 5[D] > c.S > 6H > 6H WB

c.S > 6H > 236S > 236S > fast 66RRC > 2H > 236S > c.S > 6H > 6H WB

2S > 2H > 236K > j.236K > c.S > 6H > WB 6H (193)

AA 5P > 6K > dash 2S > 2H > 236H > 2S > 5H > 236H > 6H WB

AA 2H > 236K > IAD j.P x n

AA 2H > 236K > IAD j.S > j.H > c.S > 6H > WB 6H (Nago, Gio, May)

AA 2H > 236K > IAD j.H > c.S > 6H > 236H > WB 6H (Ram, Ino, Axl, Millia, Faust, Chipp)

AA 2H > 236K > IAD j.H > 5P x 4 > WB 6H (Zato)

CH 2H > 23[6]P > wr. c.S x 4 > release 4 > j.H > j.623S > fast RRC > j.H > j.S > j.623S> WB 6H

CH 2H > 23[6]P > wr. c.S x 2 > 5H > 6H > release 2 > j.236K > c.S > 2S > 2H > 236K > 632146H > PRC run c.S > 2S > 2H > 236S > WB 236S

CH 6H > c.S > 5H > dash 2S > 5H > 2S > 2H > WB 6H

236P > 5P > 6P > RRC dash > 5[D] > 2S > 2H > 236S > 236K > 6H WB (character?)

2369P > 2K > c.S > 2H > 236S > 236K > f.S > 6H WB (Leo, Anji, Potemkin, Nago, Faust)

2369P > c.S > 2H > 236H > 2K > 6H > 236S > 6H WB (Gio, Ramlethal, May, Millia)

2369P > 5K x 2 > j.K > ADC > j.H > c.S > 6H > 236H > WB 6H (Sol, Ky, Zato, Axl)

2369P > 2K > 2S > 2H > 236H > 2S > 2H > WB 6H (Chipp)

2369P > 5K > j.K > ADC > j.H > c.S > j.K > ADC > j.H > c.S > 6H > WB 6H

Senshuu (236S(w)~236K) > dash c.S > 6H > 236K > j.D > 6H WB

Senshuu (236S(w)~236K) > 2S > 2H > 236S > 236K > 2S > 5H WB

Senshuu (236S(w)~236K) > 2S > 2H > 236H > 2S > 2H > 6H WB

CH Rokusai (236S(w)~236S) > Senshuu > 2S > 2H > 236S~236K > 6H WB

63214S > RRC > dash 5[D] > 2S > 2H > WB 236K

63214S > RRC > 236P > wr. c.S x 3 > 5H > 6H > WB 6H

63214S > fast RRC > 2S > 2H > 236K > WB j.D


Side Switch (cornered):

2S > 2H > 236P > PRC > dash 2H > 236K > j.H > c.S > 6H > 6H WB

2S > 2H > 236P > PRC > dash > 2S > 2H > 236S > 236K > 6H WB

2S > 2H > 236P > 88PRC > IAD j.H > 2S > 2H > 236K WB

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