GGST/Chipp Zanuff/Combos

From Dustloop Wiki
< GGST‎ | Chipp Zanuff
Revision as of 00:54, 21 June 2021 by RikirDL (talk | contribs)



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 > 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 > 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 [3] 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 [3] 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
[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 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.
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.
[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
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
[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
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 Rokusai (236S(w)~236S) > Senshuu > 2S > 2H > 236S~236K > 6H WB Corner 170 40% All [2] Easy Input rekkas quickly to fully utilize counter hit benefits from slowdown.
[3] Medium
[4] Hard
[5] Very Hard
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 [1] Easy DP confirm.
623S > fast RRC > j.K > j.K (1) > 2S > 2H > 236K > 6H WB Midscreen to Corner 163 10 All [1] Easy DP confirm 2.
623S > 66RRC > c.S > 2H > 236K > j.S > ADC > j.D > 6H WB Midscreen to Corner 158 10 All [1] Easy DP confirm 3.
Alpha Blade Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
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) [1] 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)) [1] Medium Tiger knee corner alpha blade cross up confirm. Heavyweights.
2369P > c.S > 2H > 236H > 2K > 6H > 236S > 6H WB Corner 180 30% (Gio, Ramlethal, May, Millia) [1] 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) [1] 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) || [1] 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) || [1] Medium || Tiger knee corner alpha blade cross up confirm. I-NO specific.

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 [1] Medium Raw super confirm for 100% meter. This route also works if the super is used off a wallstick.
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:

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

Midscreen:

j.2K > 2K > 2D > 236S > 236S (70) (10%)

2S > 2H > 236K > j.K (1) > ADC > 66BRC > j.H > land c.S > 2H > 236K > 6H WB (160) (25%)

c.S > 2S > 2H > 236S > 236K > 2S > 236S > 6H WB (near corner) (176) (35%)

5[D] > j.S > j.D > dj.S > j.D > j.K > j.D > j.D (197) (25%)


CH 2D > 236K > j.S > ADC > j.S > 2S > 2H > 236K WB (170) (35%) (inconsistent) (lightweights)

CH 2D > 236K > j.S > land dash 2S > 2H > dl.236S > 236K> 6H WB (156) (40%)

CH 2D > dash 2K x 2 > 2S > 2H > 236K > j.K (1) > ADC > j.K(1) > j.D > 6H WB (145) (30%)

CH 6H > dash 2H > 236K > j.H > dash c.S > 2H > 236K WB (187) (40%)

CH 2H > 236K > 2K > 2S > 2H > 236S > 236S > 6H WB (163) (40%)

CH 2H > 236S whiff > dash c.S > j.K (1) > ADC > j.H > dash c.S > 2S > 2H > 236K WB (192) (40%)

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

AA 2H > 236K > IAD j.P x n (90-100) (20%) (Universal)

AA 2H > 236K > IAD j.S > j.H > c.S > 6H > WB 6H (180) (35%) (Nago, Gio, May)

AA 2H > 236K > IAD j.H > c.S > 6H > 236H > WB 6H (198) (40%) (Ram, Ino, Axl, Millia, Faust, Chipp)

AA 2H > 236K > IAD j.H > 5P x 4 > WB 6H (167) (30%) (Zato)

AA CH 2H > 236S whiff > dash 5P > dash c.S > 2H > 236K > 6H WB (167) (40%)

Senshuu (236S(w)~236K) > 2S > 2H > 236K (85) (20%)

623S > fast RRC > j.S > dj.S > j.H > tj.K > j.D (131) (5%)

623S > fast RRC > j.K > j.K (1) > 2S > 2H > 236K > 6H WB (163) (10%)

623S > 66RRC > c.S > 2H > 236K > j.S > ADC > j.D > 6H WB (158) (10%)

632146H > PRC > dash {{clr|3|c.S} > 2S > 2H > 236K > j.S > land 5H > 6H WB (300) (5%)



Air to air:

j.K > ADC > j.S > 2S > 236S >236K > f.S > 236S > 6H WB (137) (30%)

j.K > ADC > j.S > c.S > j.K ADC > j.H > 2S > 2H > 236S > 6H WB (148) (30%)


Corner:

c.S > 5H > 88RRC > wr.c.S > c.S > 5H > 6H > release 4 > j.236K > c.S > 2S > 2H > 236K > 6H WB (218) (10%)

c.S > 2H > 236H > 2S > 2H > 88RRC > wr c.S x 3 > 5H > release 4 > 2S > 2H > 236S > 6H WB (198) (30%)

c.S > 6H > 236S > 236S > RRC > 236S > c.S > 6H > 236S > 6H WB (198) (25%)

c.S > 6H > 236S > 236S > RRC > IAD j.S > c.S > 6H > 236S > 6H WB (196) (25%)

c.S > 6H > 236S > 236S > 88RRC > 5[D] > c.S > 6H > 6H WB (203) (25%)

c.S > 6H > 236S > 236S > fast 66RRC > 2H > 236S > c.S > 6H > 6H WB (206) (25%)

2S > 2H > 236K > j.236K > c.S > 6H > WB 6H (170) (40%)

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 (241) (30%)

CH 2H > 23[6]P > wr. c.S x 2 > 5H > 6H > release 2 > j.236K > c.S > 2S > 2H > 236K > 6H WB (243) (30%)

CH 6H > c.S > 5H > dash 2S > 5H > 2S > 2H > WB 6H (218) (40%)

236P > 5P > 6P > RRC dash > 5[D] > 2S > 2H > 236S > 236K > 6H WB (150) (15%) (Ky, May, Axl, Faust, Millia, Zato, I-No, Ramlethal, Giovanna, Anji)

2369P > 2K > c.S > 2H > 236K > j.D > ADC > j.D WB (156) (30%)(Leo, Anji, Potemkin, Nago, Faust)

2369P > c.S > 2H > 236H > 2K > 6H > 236S > 6H WB (180) (30%) (Gio, Ramlethal, May, Millia)

2369P > 5K x 2 > j.K > ADC > j.H > c.S > 6H > 236H > WB 6H (143) (30%) (Sol, Ky, Zato, Axl) (usable on all non-heavy weights)

2369P > 2K > 2S > 2H > 236H > 2S > 2H > WB 6H (196) (30%) (Chipp)

2369P > 5K > j.K > ADC > j.H > c.S > j.K > ADC > j.H > c.S > 6H > WB 6H (169) (35%) (I-NO)

Senshuu (236S(w)~236K) > 2S > 2H > 236H > 2S > 2H > 6H WB (167) (25%)

CH 236S > (236S) > 236K > 2S > 2H > 236S > 236K > 6H WB (170) (40%)

63214S > RRC > dash 5[D] > 2S > 2H > WB 236K (168) (5%)


63214S > fast RRC > 2S > 2H > 236K > WB j.D (171) (5%)


Side Switch (cornered):

2S > 2H > 236P > PRC > dash 2H > 236K > j.H > c.S > 6H > 6H WB (162) (10%)

2S > 2H > 236P > PRC > dash > 2S > 2H > 236S > 236K > 6H WB (168) (10%)

2S > 2H > 236P > 88PRC > IAD j.H > 2S > 2H > 236K WB (176) (10%)

External References

Navigation

Template:Navbar-GGST