GGST/Chipp Zanuff/Combos

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< GGST‎ | Chipp Zanuff
Revision as of 12:34, 15 June 2021 by 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.-->)



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 Universal 69 All (I-No 236Sx1 only) [1] Very Easy Universal K starter into knockdown
(5/2)K>2D>236H Universal All (I-No 236Sx1 only) [1] Very Easy Leaves the opponent further away
(5/2)K>2D>236P Universal 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 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! Corner 145 All [3] Medium Anti-Air. Guaranteed wall stick on 236K
(AA) 5K>6H>2S>2H>236K(ws)>66j.D! Corner 149 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 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 Universal 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 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 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! 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 164 leo Leo, Pot, Anji, Chipp, Ky, Nago [3] Medium
c.s>2S>2H>236K>j.S>2S>2H(ws)>6H! 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! Near corner 158 sol All [3] Medium Alternative route that starts with 2S
c.S>2S>2H>236S>236K>f.S>236S(ws)>6H! Corner 180 sol All [3] Medium Rekka loop! Also works from c.S AA starter
2S>2H>236S>236K>2S>2H(ws)>236K! 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 Universal 89/97 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 177 All [3] Medium Universal corner anti-air route from H starter.
AA 2H>236S>236K>2S>2H>236S(ws)>236K! 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 Universal 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 Not Faust, Gio, I-No [3] Medium Corner j.H jump in route into rekka loops
j.D>2K>2D>236S>236S Universal 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! Near corner 154 Not 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 Universal 71 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 166 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
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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