GGST/Chipp Zanuff/Combos

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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 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

Basic combos
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

c.S/f.S/2S Starters

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

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 243 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

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

Dust Combos
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

5P/2P/5K/2K Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
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.

Rekka Combos

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

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

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

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

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.
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

External References

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