GGST/Giovanna/Combos: Difference between revisions

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< GGST‎ | Giovanna
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| | 66.{{clr|3|f.S(3)}} > {{clr|4|2H}} > {{clr|2|214K}} || Anywhere || 93 (95) [101] || ~20 ||  || [3] {{clr|1|Very Easy}} ||  Make sure to not accidentally cancel any hits of {{clr|3|f.S}}.
| | 66.{{clr|3|f.S(3)}} > {{clr|4|2H}} > {{clr|2|214K}} || Anywhere || 93 (95) [101] || ~20 ||  || [3] {{clr|1|Very Easy}} ||  Make sure to not accidentally cancel any hits of {{clr|3|f.S}}.
|-
|-
| | {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|4|632146HH}} || Anywhere || (205) [212] ||  ||  || [2] {{clr|1|Easy}} ||  You need to land both hits of {{clr|3|2S}} for it to work, otherwise just skip it for 5 less damage.
| | {{clr|3|c.S}} > {{clr|3|2S(2)}} > {{clr|4|5H}} > {{clr|4|632146HH}} || Anywhere || (205) [212] ||  ||  || [2] {{clr|1|Easy}} ||  You need to land both hits of {{clr|3|2S}} for it to work, otherwise just skip it for 5 less damage.
|-
|-
| | {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}} || Anywhere || 97 (99) [104] || ~20 ||  || [3] {{clr|1|Very Easy}} || Basic combo off f.S/2S. {{clr|4|5H}} can cancel the second hit of {{clr|3|2S}}. Avoid this in order to get maximum damage.  
| | {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}} || Anywhere || 97 (99) [104] || ~20 ||  || [3] {{clr|1|Very Easy}} || Basic combo off f.S/2S. {{clr|4|5H}} can cancel the second hit of {{clr|3|2S}}. Avoid this in order to get maximum damage.  

Revision as of 21:12, 16 June 2021



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

External Resources

https://www.evernote.com/shard/s324/client/snv?noteGuid=e4494eae-2359-2ecb-3a6c-6d9688617c3b&noteKey=9bd7cca1d24d10db42baeae51eb57201&sn=https%3A%2F%2Fwww.evernote.com%2Fshard%2Fs324%2Fsh%2Fe4494eae-2359-2ecb-3a6c-6d9688617c3b%2F9bd7cca1d24d10db42baeae51eb57201&title=Giovanna%2BBeta%2BStuff

Combo List

  • All damage values are damage dealt to Ky.
  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
  • Damage is listed as follows: Dmg (50%T Dmg) [100%T Dmg] based on Giovanna's Tension at the start of the combo.
5P/2P/6P/5K/2K/j.K Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
5P/2P > 5P > 623S Anywhere 62 (65) [68] ~10 [1] Very Easy Very close poke confirm. Can RRC (tight window) to start a longer combo.
2P > 5P > 6P Anywhere 54 (56) [59] ~10 [1] Very Easy Crouch confirm
6P > 623S Anywhere 63 (65) [69] ~10 [1] Very Easy
AA 6P > 214K Anywhere 67 (69) [73] ~10 [2] Very Easy Only against airborne opponents.
CH 6P > 214K > 5H Anywhere 98 Very Easy
5K > 214K Anywhere 65 (67) [71] ~15 [1] Very Easy RRC after 214K makes for a good combo starter
5K > 6P > 623S Corner 81 (84) [89] ~12 [1] Very Easy
66.5K/2K > 6P Anywhere 55 (56) [60] ~7 [1] Very Easy
66.5K/2K > 623S Anywhere 61 (63) [67] ~7 [1] Very Easy
j.K > 214S214K Anywhere but Corner 79 (82) [88] ~22 [2] Easy Flashy crossup combo, j.K has to hit behind them so that the first hit of 214S instantly connects.
[4] Hard
[5] Very Hard
c.S/f.S/2S Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
c.S > 6Hx3 Anywhere 116 (120) [127] ~20 [1] Very Easy Incredibly easy combo with great corner carry and solid damage.
c.S > f.S(3) > 5H/214K Anywhere 103 (107) [112] ~15 [1] Very Easy Nice gatling combo off of c.S. 214K knocks up and away, 5H knocks down and away.
c.S > 5H > 623S Anywhere 104 (109) [114] ~20 [2] Easy
c.S > 5H > 236K Anywhere 110 (115) [120] ~20 [2] Easy Can RRC 236K to start longer combos
c.S > 5H > 214K Anywhere 112 (118) [122] ~20 [2] Easy
c.S > 6Hx2 > 623S Anywhere 116 (120) [127] ~20 [2] Easy
c.S > 2H > 214K > 5K > 214K/5D Anywhere 142 (147) [154] ~ 30 [2] Easy
c.S > 2H > 214K > 5K > 6Hx3 Corner 146 (152) [160] ~27 [2] Easy Meterless wall break. Will wall break on third 6H for 190 (197) [204] damage
c.S > 6Hx2 ▷ 623S, RRC > Delay 5[D] > Delay c.S > 6Hx2 WB Corner (202) [208] ~20 [3] Medium Wall break corner combo starting off c.S since it combos into 6H and 6H is unsafe on block.
c.S > 6Hx3, RRC ▷ c.S/5K > 6Hx3 Anywhere (160) [169] ~20 [2] Easy Wall stick from midscreen, wall break in corner for (195) [202] damage. If done with 100 Tension, no Tension gain after RRC. Microwalk immediately after landing so c.S hits.
c.S > 5H > 214K/236K, RRC > c.S, 6Hx3 Anywhere (153/155) [163] ~20 [2] Easy Will wall break in corner on third 6H for (188/190) [196/194] damage.
c.S > 6H > 214S, 214K Anywhere 119 (124) [130] ~25 [2] Easy Timing of 214S, 214K is tight.
c.S > 2H > 214K > 5K > 6Hx2 > 214K Anywhere 157 (163) [172] ~35 [3] Easy Midscreen max damage BnB (without dash momentum).
c.S > 2H > 214K > microwalk > c.S > 2H > 236K Anywhere 159 (167) [175] ~35 [3] Easy Midscreen max damage BnB (with dash momentum).
c.S > 2H > 214S, RRC > c.S > 6Hx3 Anywhere (149) [156] ~20 [3] Medium Will wall stick if used in the corner.
66.f.S(3) > 5H > 214K Anywhere 97 (99) [105] ~20 [3] Very Easy Make sure to not accidentally cancel any hits of f.S.
66.f.S(3) > 2H > 214K Anywhere 93 (95) [101] ~20 [3] Very Easy Make sure to not accidentally cancel any hits of f.S.
c.S > 2S(2) > 5H > 632146HH Anywhere (205) [212] [2] Easy You need to land both hits of 2S for it to work, otherwise just skip it for 5 less damage.
2S > 5H > 214K Anywhere 97 (99) [104] ~20 [3] Very Easy Basic combo off f.S/2S. 5H can cancel the second hit of 2S. Avoid this in order to get maximum damage.
cS > 2S > (5H or 2H) > 214K > 88RRC > jD > AD > jD > 5H > 214K WS Midscreen 200 [3] Medium Midscreen, the second jD will wallbounce them for the rest of the combo to hit.
cS > 2H > 214K > 5K > 6HH > 214K > 44RC > dash.5D > cS > 6HHH/236K WS Corner to corner 206 [4] Hard Corner to corner carry, however quite the tight window, especially for the 44RC into a proper dash.5D.
cS > 2H > 214K > 66.PRC walk forward > cS > 5K > 5K > 214K WS > dash. [5]D Back to the wall 204 [3] Medium Needs some timing down for it, but a useful combo for when your back is to the wall.
5H/2H/6H Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
6Hx2 > j.236236H Anywhere (161) [170] ~10 [1] Very Easy Easy super buffer from this move. You can add this to any combo ending with 6H. If done near half screen can wall break for (196) [203] damage.
6Hx2, RRC > c.S > 2H > 236K Anywhere (126) [133] ~12 [2] Easy
6Hx2 ▷ 623S, RRC > Delay 5[D] > Delay c.S WS > 6Hx3 WB Corner (196) [202] ~15 [3] Medium Guaranteed Wall Break in the corner, you'll have to watch for them falling down for the delays. It's rather hard to pull off anywhere else without being close and delaying, and you'll likely need to rework the end 6Hs.
CH 5H > 236K > fS > 5H > 214K Anywhere 154 Everyone [4] Very Hard Very harsh window on the 236 > fS connect. Only do this if you're certain you can hit it, else you'll be missing out on the damage opportunity CH 5H gave you (this move is a wonderful roundstart that'll even beat Ram's fS).
CH 5H > 236K > 5K > 214K Anywhere 137 Everyone [1] Very Easy The easy version. You can mash 5K and it'll work-- and 214K will eject them towards the wall, so you're still getting carry out of this.
Jump-in Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
[4] Hard
[5] Very Hard
2D/6D/j.6D Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
2D > 623S Anywhere 71 (74) [78] ~10 [1] Very Easy
(close) 2D > 214K > 5K > 214K Anywhere 112 (117) [122] ~22 [1] Very Easy Normal hit combo. Gotta be close though.
(far) 2D > 214K > otg.2D Anywhere 93 (96) [101] ~15 [1] Very Easy Normal hit combo from any range. The second 2D will hit on the ground and make them tech away.
CH 2D > 214K > 66.5K > c.S > 2H > 236K Anywhere 142 Everyone [2] Easy Don't forget to 665K, it's quite easy once you get used to it and it's an important part of her kit.
6D > RRC > j.D > AD > j.D > 5H > 214K WS Midscreen 121 Everyone [4] Hard Yes this is a midscreen wallbreak from a throw. The 5H will wallbounce them for 214K to connect.
[5] Very Hard
These combos need a total DMG value on them
Combo Position Works on: Difficulty Notes
c.S > 5H > 214K RRC > c.S > 2H > 236K > 623S Wall Break [3] Medium Wall Break omitable.
c.S > 2H > 214K, micro walk c.S > 2H > 236K
(Corner: 236K wall bounce, 5k > 236K (wall stick), 214S (wall break) )
[4] Hard Micro walking after 214K is necessary for the proximity to work.
[2] Easy
6Hx3 RRC ▷ j.D j.H j.236236H (Wall Break) -100 [3] Medium Requires at least 86 Tension, does more damage if starting at 100. Walk or delay before jumping so that you have the right height to land the super, so if you're having trouble you can omit or freestyle the j.X attacks. A very expensive combo, but you can move under your opponent during the RRC to swap sides for the Wall Break. Break-less is at least 163 damage, so it's best to use if you know you can break.
j.S > j.H ▷ 214K ~10 [2] Easy
j.K > 214S ▷ 214K ~22 [2] Easy Flashy crossup combo, j.K has to hit behind them so that the first hit of 214S instantly connects.
j.D(2) ▷ 5H > 214K ~15 [3] Medium
[5D] > hjc > j.SH > jc > jSH > jc > j.SHH [3] Medium Meterless, high damage. Omit buttons if the opponent is slipping away from you. It may be simple but lots of factors can drop this sequence like size, your jump, delay, and so on - the last loop can slip easily against characters. Experiment with this skeleton per matchup - even if you just end up with two loops, you can rack up 160+ damage.
[5] Very Hard
[1] Very Easy
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard

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