< GGST | Chipp Zanuff
Combo Notation Guide | Character Name Abbreviations | |||||||||
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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)
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 |
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 |
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 |
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 |
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 |
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