< GGST | Chipp Zanuff
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SakuyaIzajoy (talk | contribs) (2h wall run route does 251 on ky, and i assume thats what we're supposed to standardize to) |
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(21 intermediate revisions by 3 users not shown) | |||
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**'''(wr)''' = Wall run start (from 23[6]P / 236[P] / similar) | **'''(wr)''' = Wall run start (from 23[6]P / 236[P] / similar) | ||
**'''wr.[X]''' = wallrun button | **'''wr.[X]''' = wallrun button | ||
===Basic combos=== | |||
all combos done on ky. damage notes for 5P or 5K unless otherwise stated | |||
{| 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" | ||
|+ | |+Basic combos | ||
|- | |- | ||
! 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}} || Anywhere || | | | {{clr|2|(5/2)K}} > {{clr|5|2D}} > {{clr|3|236S}} > {{clr|3|236S}} || Anywhere || 73 || || All || [1] {{clr|1|Very Easy}} || Universal K starter into knockdown. delay last hit of rekka on i-no | ||
|- | |- | ||
| | | | | {{clr|2|(5/2)K}} > {{clr|5|2D}} > {{clr|1|236P}} || Anywhere || 59 || || All|| [1] {{clr|1|Very Easy}} || crosses through the opponent when not in the corner. useful for switching sides | ||
|- | |- | ||
| | | | | ({{clr|1|5P}} > {{clr|1|5P}} >) {{clr|1|5P}} > {{clr|1|6P}} > {{clr|3|236S}} > {{clr|3|236S}} || Anywhere || 66 || || All || [2] {{clr|2|Easy}} || Omit P based on spacing, can be {{clr|1|2P}} also (but not {{clr|1|2P}}x3) | ||
|- | |- | ||
| | | | | non-tip {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K(1)}} > 66 {{clr|2|j.K(1)}} > {{clr|5|j.D}} || Anywhere || 112 || || All but leo || [2] {{clr|2|Easy}} || Tons of corner carry. last j.K can hit twice but not on everyone | ||
|- | |- | ||
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > dl {{clr|3|236S}} || Anywhere || 93 || || All || [1] {{clr|1|Very Easy}} || requires delay to hit everyone | |||
|} | |} | ||
==={{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}} Starters=== | |||
{| 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|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}} Starters | |+{{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}} Starters | ||
|- | |- | ||
! 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|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 Corner || 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 Corner || 158 || || || [2] {{clr|2|Easy}} || A dash at the start is not necessary but makes this significantly easier | ||
Line 80: | Line 73: | ||
| | {{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|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|c.S}} > {{clr|4|5H}} > 88RRC > wr.{{clr|3|c.S}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|4|6H}} > release 4 > j.{{clr|2|236K}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|4|6H}} WB || Corner || 218 || 10% || All || [ | | | {{clr|3|c.S}} > {{clr|4|5H}} > 88RRC > wr.{{clr|3|c.S}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|4|6H}} > release 4 > j.{{clr|2|236K}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|4|6H}} WB || Corner || 218 || 10% || All || [4] {{clr|4|Hard}} || Input air alpha blade facing the right side. Adjust your timing to avoid having to input it in reverse. | ||
|- | |- | ||
| | {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|236H}} > {{clr|3|2S}} > {{clr|4|2H}} > 88RRC > wr {{clr|3|c.S}} x 3 > {{clr|4|5H}} > release 4 > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|4|6H}} WB || Corner || 198|| 30% || All || [4] {{clr|4|Hard}} || Wall run route. | | | {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|236H}} > {{clr|3|2S}} > {{clr|4|2H}} > 88RRC > wr {{clr|3|c.S}} x 3 > {{clr|4|5H}} > release 4 > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|4|6H}} WB || Corner || 198|| 30% || All || [4] {{clr|4|Hard}} || Wall run route. | ||
Line 92: | Line 85: | ||
|} | |} | ||
==={{clr|4|5H}}/{{clr|4|2H}} Combos=== | |||
{| 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|4|5H}}/{{clr|4|2H}} Combos | |+{{clr|4|5H}}/{{clr|4|2H}} Combos | ||
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| | 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}}> {{clr|4|6H}} WB || Corner || 241|| 30% || All || [4] {{clr|4|Hard}} || Fancy corner to corner combo. | | | 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}}> {{clr|4|6H}} WB || Corner || 241|| 30% || All || [4] {{clr|4|Hard}} || Fancy corner to corner combo. | ||
|- | |- | ||
| | 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|6H}} WB || Corner || | | | 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|6H}} WB || Corner || 251 || 30% || All || [4] {{clr|4|Hard}} || Wall run route. Input air alpha blade facing the right side when existing wall state. | ||
|- | |- | ||
| | 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}} || Corner || 218|| 40% || All || [4] {{clr|4|Hard}} || Corner DP punish route. Makes use of 5H tumble properties. | | | 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}} || Corner || 218|| 40% || All || [4] {{clr|4|Hard}} || Corner DP punish route. Makes use of 5H tumble properties. | ||
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|- | |- | ||
|} | |} | ||
===Jump-in Starters=== | |||
{| 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" | ||
|+Jump-in Starters | |+Jump-in Starters | ||
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| | {{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 | | | {{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 | ||
|- | |- | ||
|} | |||
===Dust combos=== | |||
all damage done on ky for this section | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+{{clr|5|Dust}} Combos | |||
|- | |||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | |||
|- | |||
| | {{clr|5|2D}} > {{clr|3|236S}} > dl {{clr|3|236S}} || Anywhere || 74 || || All || [1] {{clr|1|Very Easy}} || Basic sweep conversion. requires delay to make it universal especially for these characters: Faust, Anji, Giovanna, I-No, Nagoriyuki, Ramlethal | |||
|- | |||
| {{clr|5|5[D]}} > {{clr|5|j.D}} > {{clr|2|j.K(1)}} > jc {{clr|5|j.D}} > {{clr|2|j.K(1)}} > {{clr|5|j.D}} > {{clr|2|j.K(2)}} > {{clr|2|j.K}} || Anywhere || 189 || || All || [2] {{clr|2|Easy}} || Combo that works on anji and should be universal | |||
|- | |||
| | {{clr|5|5[D]}} > {{clr|5|j.D}} > {{clr|2|j.K(1)}} > jc {{clr|5|j.D}} > {{clr|2|j.K(1)}} > {{clr|5|j.D}} > {{clr|2|j.K(1)}} > {{clr|5|j.D}} > {{clr|5|j.D}} || Anywhere || 194 || || All but anji || [2] {{clr|2|Easy}} || Need to you hit everything fairly fast. Fails on anji | |||
|- | |||
| |{{clr|5|5[D]}} > dl {{clr|5|j.D}} > 66 {{clr|5|j.D}} > {{clr|3|j.S}} > 8jc {{clr|5|j.D}} > {{clr|1|j.P}} > {{clr|1|j.P}} || Anywhere || 193 || || All || [3] {{clr|3|Medium}} || requires delay before first j.D | |||
|} | |||
===Anti air combos=== | |||
{| 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 | |||
|- | |||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | |||
|- | |||
| | AA {{clr|1|5P}} > dash {{clr|2|2K}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} || Anywhere || 70|| 20% || All || [2] {{clr|2|Easy}} || Anywhere anti-air route. The higher up your 5P anti-air, the easier the dash 2K link. | |||
|- | |||
| | 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}} 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}} || 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}} WB || Corner || || || TBD || [4] {{clr|4|Hard}} || Anti-Air route from 6K. Impractical but looks cool. | |||
|- | |||
|} | |} | ||
===Throw Combos=== | |||
{| 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" | ||
|+ | |+ Throw/Air Throw Starters | ||
|- | |- | ||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| | {{clr| | | | Forward Throw > 66RRC > Dash {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|5|j.D}} > {{clr|5|j.D}} WB|| Midscreen to Corner || 131 || 10% || All || [1] {{clr|1|Very Easy}} || Easy throw confirm. | ||
|- | |- | ||
| | | | | Forward Throw > 66RC > land > {{clr|2|j.K}} (1) > ADC {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} > {{clr|4|6H}} WB || Midscreen to Corner || 131 || 10% || All || [2] {{clr|2|Easy}} || | ||
|- | |- | ||
| | {{clr| | | | Forward Throw > Fast 66RC > {{clr|4|j.H}} whiff > land dash {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|236H}} > {{clr|3|2S}} > {{clr|5|5H}} > {{clr|4|6H}} WB|| Corner || 139 || 10% || All || [2] {{clr|2|Easy}} || Corner Throw confirm. The 2S will pick them up before they go into knockdown state. | ||
|- | |- | ||
| | {{clr| | | | Air Throw > 22RRC > {{clr|2|236K}} > {{clr|2|j.K}} (1) > land {{clr|3|2S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|4|6H}} WB || Midscreen to Corner || 124 || 10% || All || [2] {{clr|2|Easy}} || | ||
|- | |||
| | Air Throw > dl. 22PRC > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|236H}} > {{clr|3|2S}} > {{clr|4|6H}} WB|| Corner || 141 || 10% || All || [2] {{clr|2|Easy}} || Delay PRC to avoid using RRC and scaling the combo unnecessarily. | |||
|- | |- | ||
|} | |} | ||
===Rekka Combos=== | |||
{| 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" | ||
|+Rekka Combos | |+Rekka Combos | ||
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|} | |} | ||
===Beta Blade Combos=== | |||
{| 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" | ||
|+Beta Blade Combos | |+Beta Blade Combos | ||
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|- | |- | ||
|} | |} | ||
===Alpha Blade Combos=== | |||
{| 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" | ||
|+Alpha Blade Combos | |+Alpha Blade Combos | ||
|- | |- | ||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |||
| | {{clr|2|236K}} > {{clr|5|j.D}} || Midscreen || 60 || 5% || All || [2] {{clr|2|Easy}} || Cross up diagonal alpha blade confirm. Spacing dependent. Easiest to connect when 236K is not performed point blank. | |||
|- | |- | ||
| | {{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 | | | {{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 | ||
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|} | |} | ||
===Genrou Zan=== | |||
{| 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" | ||
|+Genrou Zan | |+Genrou Zan | ||
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|- | |- | ||
|} | |} | ||
===Zansei Rouga Combos=== | |||
{| 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" | ||
|+Zansei Rouga Combos | |+Zansei Rouga Combos | ||
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==External References== | ==External References== | ||
*https://www.youtube.com/watch?v=p-YzBl8v1_8 (basic combo guide) | |||
*https://twitter.com/scgorro/status/1362393380387389440?s=21 (combo video) | *https://twitter.com/scgorro/status/1362393380387389440?s=21 (combo video) | ||
*https://twitter.com/ScGorro/status/1362983899731693569?s=20 (combo video) | *https://twitter.com/ScGorro/status/1362983899731693569?s=20 (combo video) | ||
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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) | ||
==Navigation== | ==Navigation== | ||
{{#lst:{{BASEPAGENAME}}/Data|Links}} | {{#lst:{{BASEPAGENAME}}/Data|Links}} | ||
{{Navbar-GGST}} | {{Navbar-GGST}} |
Revision as of 17:19, 14 July 2021
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
- Currently, every damage value here has only been dealt to Sol excluding character specific confirms. Meter gain is estimated and may not be totally accurate.
- 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
Basic combos
all combos done on ky. damage notes for 5P or 5K unless otherwise stated
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
(5/2)K > 2D > 236S > 236S | Anywhere | 73 | All | [1] Very Easy | Universal K starter into knockdown. delay last hit of rekka on i-no | |
(5/2)K > 2D > 236P | Anywhere | 59 | All | [1] Very Easy | crosses through the opponent when not in the corner. useful for switching sides | |
(5P > 5P >) 5P > 6P > 236S > 236S | Anywhere | 66 | All | [2] Easy | Omit P based on spacing, can be 2P also (but not 2Px3) | |
non-tip 2S > 2H > 236K > j.K(1) > 66 j.K(1) > j.D | Anywhere | 112 | All but leo | [2] Easy | Tons of corner carry. last j.K can hit twice but not on everyone | |
2S > 2H > 236S > dl 236S | Anywhere | 93 | All | [1] Very Easy | requires delay to hit everyone |
c.S/f.S/2S Starters
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
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 > 6H > 236S > 236S > RRC > 236S > c.S > 6H > 236S > 6H WB | Corner | 198 | 25% | All | [3] Medium | |
c.S > 6H > 236S > 236S > 88RRC > 5[D] > c.S > 6H > 6H WB | Corner | 203 | 25% | All | [3] Medium | |
2S > 2H > 236P > PRC > dash 2H > 236K > j.H > c.S > 6H > 6H WB | Cornered | 162 | 10% | All | [3] Medium | Side swap route 1 |
2S > 2H > 236P > PRC > dash > 2S > 2H > 236S > 236K > 6H WB | Cornered | 168 | 10% | All | [3] Medium | Side swap route 2 |
2S > 2H > 236P > 88PRC > IAD j.H > 2S > 2H > 236K WB | Cornered | 176 | 10% | All | [3] Medium | Side swap route 3 |
2S > 2H > 236K > j.236K > c.S > 6H > WB 6H | Corner | 170 | 45% | All | [3] Medium | |
c.S > 6H > 236S > 236S > fast 66RRC > 2H > 236S > c.S > 6H > 6H WB | Corner | 20 | 25% | All | [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 | |
c.S > 5H > 88RRC > wr.c.S > c.S > 5H > 6H > release 4 > j.236K > c.S > 2S > 2H > 236K > 6H WB | Corner | 218 | 10% | All | [4] Hard | Input air alpha blade facing the right side. Adjust your timing to avoid having to input it in reverse. |
c.S > 2H > 236H > 2S > 2H > 88RRC > wr c.S x 3 > 5H > release 4 > 2S > 2H > 236S > 6H WB | Corner | 198 | 30% | All | [4] Hard | Wall run route. |
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 |
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 | |
AA 2H > 236K > IAD j.P x n | Midscreen to Corner | 90-100 | 20% | All | [1] Very Easy | Universal midscreen anti air route. |
AA 2H > 236K > IAD j.S > j.H > c.S > 6H > WB 6H | Midscreen to Corner | 180 | 35% | (Nago, Gio, May) | [2] Easy | Character specific anti air route. |
AA 2H > 236K > IAD j.H > 5P x 4 > WB 6H | Midscreen to Corner | 167 | 30% | (Zato) | [2] Easy | Character specific anti air route. |
AA 2H > 236K > IAD j.H > c.S > 6H > 236H > WB 6H | Midscreen to Corner | 198 | 40% | (Ram, Ino, Axl, Millia, Faust, Chipp) | [2] Easy | Character specific anti air route. |
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 | |
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. | |
CH 2H > 23[6]P > wr. c.S x 4 > release 4 > j.H > j.623S > fast RRC > j.H > j.S > j.623S> 6H WB | Corner | 241 | 30% | All | [4] Hard | Fancy corner to corner combo. |
CH 2H > 23[6]P > wr. c.S x 2 > 5H > 6H > release 2 > j.236K > c.S > 2S > 2H > 236K > 6H WB | Corner | 251 | 30% | All | [4] Hard | Wall run route. Input air alpha blade facing the right side when existing wall state. |
CH 6H > c.S > 5H > dash 2S > 5H > 2S > 2H > WB 6H | Corner | 218 | 40% | All | [4] Hard | Corner DP punish route. Makes use of 5H tumble properties. |
AA CH 2H > 236S whiff > dash 5P > dash c.S > 2H > 236K > j.S > f.S > 6H WB | Midscreen to Corner | 167 | 30% | All | [3] Medium | Counter hit, anti air route. |
Jump-in Starters
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
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 | |
Air to Air j.K > ADC > j.S > 2S > 236S >236K > f.S > 236S > 6H WB | Midscreen to Corner | 137 | 30% | All | [3] Medium | Air to air confirm. |
Air to Air j.K > ADC > j.S > c.S > j.K ADC > j.H > 2S > 2H > 236S > 6H WB | Midscreen to Corner | 148 | 30% | All | [3] Medium | Air to air confirm 2. |
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 |
Dust combos
all damage done on ky for this section
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2D > 236S > dl 236S | Anywhere | 74 | All | [1] Very Easy | Basic sweep conversion. requires delay to make it universal especially for these characters: Faust, Anji, Giovanna, I-No, Nagoriyuki, Ramlethal | |
5[D] > j.D > j.K(1) > jc j.D > j.K(1) > j.D > j.K(2) > j.K | Anywhere | 189 | All | [2] Easy | Combo that works on anji and should be universal | |
5[D] > j.D > j.K(1) > jc j.D > j.K(1) > j.D > j.K(1) > j.D > j.D | Anywhere | 194 | All but anji | [2] Easy | Need to you hit everything fairly fast. Fails on anji | |
5[D] > dl j.D > 66 j.D > j.S > 8jc j.D > j.P > j.P | Anywhere | 193 | All | [3] Medium | requires delay before first j.D |
Anti air combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
AA 5P > dash 2K > 2S > 2H > 236K | Anywhere | 70 | 20% | All | [2] Easy | Anywhere anti-air route. The higher up your 5P anti-air, the easier the dash 2K link. |
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. |
Throw Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
Forward Throw > 66RRC > Dash c.S > 2H > 236K > j.D > j.D WB | Midscreen to Corner | 131 | 10% | All | [1] Very Easy | Easy throw confirm. |
Forward Throw > 66RC > land > j.K (1) > ADC j.H > c.S > 6H > 236S > 6H WB | Midscreen to Corner | 131 | 10% | All | [2] Easy | |
Forward Throw > Fast 66RC > j.H whiff > land dash 2S > 2H > 236H > 2S > 5H > 6H WB | Corner | 139 | 10% | All | [2] Easy | Corner Throw confirm. The 2S will pick them up before they go into knockdown state. |
Air Throw > 22RRC > 236K > j.K (1) > land 2S > 5H > 236S > 236K > 6H WB | Midscreen to Corner | 124 | 10% | All | [2] Easy | |
Air Throw > dl. 22PRC > c.S > 2H > 236H > 2S > 6H WB | Corner | 141 | 10% | All | [2] Easy | Delay PRC to avoid using RRC and scaling the combo unnecessarily. |
Rekka Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
Senshuu (236S(w)~236K) > 2S > 2H > 236S > 236K | Anywhere | 85 | 20% | All | [1] Very Easy | Basic overhead rekka confirm |
Senshuu (236S(w)~236K) > 2S > 2H > 236H > 2S > 2H > 6H WB | Corner | 167 | 25 | All | [2] Easy | Corner overhead rekka confirm. |
Senshuu (236S(w)~236K) > 2S > 2H > 236K > j.D > j.D WB | Corner | 172 | 25% | All | [2] Easy | Alternative corner overhead rekka confirm. |
CH 236S > 236S > 236K > 2S > 2H > 236S~236K > 6H WB | Corner | 170 | 40% | All | [2] Easy | If either of Resshou or Rokusai counter hit, they can both be immediately confirmed into Senshuu for a meterless confirm. Input rekkas quickly to fully utilize counter hit benefits from slowdown. |
Beta Blade Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
623S > fast RRC > j.S > dj.S > j.H > tj.K > j.D | Anywhere | 131 | 5% | All | [2] Easy | DP confirm. |
623S > fast RRC > j.K > j.K (1) > 2S > 2H > 236K > 6H WB | Midscreen to Corner | 163 | 10 | All | [2] Easy | DP confirm 2. |
623S > 66RRC > c.S > 2H > 236K > j.S > ADC > j.D > 6H WB | Midscreen to Corner | 158 | 10 | All | [2] Easy | DP confirm 3. |
Alpha Blade Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
236K > j.D | Midscreen | 60 | 5% | All | [2] Easy | Cross up diagonal alpha blade confirm. Spacing dependent. Easiest to connect when 236K is not performed point blank. |
236P > 5P > 6P > RRC dash > 5[D] > 2S > 2H > 236S > 236K > 6H WB | Corner | 150 | 15% | (Ky, May, Axl, Faust, Millia, Zato, I-No, Ramlethal, Giovanna, Anji) | [3] Medium | Corner alpha blade cross up confirm. |
2369P > 2K > c.S > 2H > 236K > j.D > ADC > j.D WB | Corner | 156 | 30% | (Leo, Anji, Potemkin, Nago, Faust)) | [3] Medium | Performing Tiger Knee Alpha Blade offers better reward than normal grounded alpha blade. Heavyweights. |
2369P > c.S > 2H > 236H > 2K > 6H > 236S > 6H WB | Corner | 180 | 30% | (Gio, Ramlethal, May, Millia) | [3] Medium | Tiger knee corner alpha blade cross up confirm. Females. |
2369P > 5K x 2 > j.K > ADC > j.H > c.S > 6H > 236H > WB 6H | Corner | 143 | 30% | (Sol, Ky, Zato, Axl) | [3] Medium | Tiger knee corner alpha blade cross up confirm. (usable on all non-heavy weights) |
2369P > 2K > 2S > 2H > 236H > 2S > 2H > WB 6H | Corner | 198 | 30% | (Chipp) | [3] Medium | Tiger knee corner alpha blade cross up confirm. Chipp specific. |
2369P > 5K > j.K > ADC > j.H > c.S > j.K > ADC > j.H > c.S > 6H > WB 6H | Corner | 169 | 35% | (I-NO) | [3] Medium | Tiger knee corner alpha blade cross up confirm. I-NO specific. |
Genrou Zan
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
63214S > RRC > dash 5[D] > 2S > 2H > WB 236K | Corner | 168 | 5% | All | [3] Medium | Corner command grab confirm with RC. |
63214S > fast RRC > 2S > 2H > 236K > WB j.D | Corner | 171 | 5% | All | [3] Medium | Corner command grab confirm with RC alternative. |
Zansei Rouga Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
632146H > PRC > dash c.S > 2S > 2H > 236K > j.S > land 5H > 6H WB (300) (5%) | Anywhere | 300 | 5% | All | [3] Medium | Raw super confirm for 100% meter. This route also works if the super is used off a wallstick. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
[1] Very Easy | ||||||
[2] Easy | ||||||
[3] Medium | ||||||
[4] Hard | ||||||
[5] Very Hard |
Unsorted:
Some of these need to be revised/optimized.
2S > 2H > 236K > j.K (1) > ADC j.K > jump 66BRC > j.K > j.D > c.S > 2H > 236K > 6H WB difficult
5[D] > j.H > dj.D > j.S > j.D > j.S > j.D > j.D INCONSISTENT
External References
- https://www.youtube.com/watch?v=p-YzBl8v1_8 (basic combo guide)
- https://twitter.com/scgorro/status/1362393380387389440?s=21 (combo video)
- https://twitter.com/ScGorro/status/1362983899731693569?s=20 (combo video)
- https://twitter.com/ScGorro/status/1402547367425974277?s=20 (combo video)
- https://twitter.com/ScGorro/status/1362393380387389440?s=20 (combo video)
- https://twitter.com/KairosFGC/status/1403808797643231234?s=20 (combo video)
- https://www.youtube.com/watch?v=ZxaTurnUzGA (combo video)
- https://www.youtube.com/watch?v=CdAuvZoSjh8 (combo video)
- https://docs.google.com/document/d/1zCKzxckHf7l_dF8FHbMmVWjhGhwbgQiCsB5c8hr_bTQ/edit
- https://combotier.com/ggs/f/Chipp (written combos with video examples)