From Dustloop Wiki
< GGST‎ | Giovanna
Revision as of 12:42, 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.-->)
Jump to navigation Jump to search

Combo Notation GuideCharacter Name Abbreviations
7 InputIcon 7.png 8 InputIcon 8.png 9 InputIcon 9.png
4 InputIcon 4.png 5 InputIcon 5.png 6 InputIcon 6.png
1 InputIcon 1.png 2 InputIcon 2.png 3 InputIcon 3.png
Numbers represent direction on a keyboard numpad. For example InputIcon 236.png+GGST P Prompt.png becomes 236P.
> = Proceed from the previous move to the following move.
= Proceed to the next action after landing.
, = Link the previous move into the following move.
->/~ = Cancel 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 = Jump
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
WS = Wall Splat / Wall Stick
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
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
AN = GGST Anji Mito Icon.png Anji
AX = GGST Axl Low Icon.png Axl
CH = GGST Chipp Zanuff Icon.png Chipp
FA = GGST Faust Icon.png Faust
GI = GGST Giovanna Icon.png Giovanna
IN = GGST I-No Icon.png I-No
KY = GGST Ky Kiske Icon.png Ky
LE = GGST Leo Whitefang Icon.png Leo
MA = GGST May Icon.png May
MI = GGST Millia Rage Icon.png Millia
NA = GGST Nagoriyuki Icon.png Nagoriyuki
PO = GGST Potemkin Icon.png Potemkin
RA = GGST Ramlethal Valentine Icon.png Ramlethal
SO = GGST Sol Badguy Icon.png Sol
ZT = GGST Zato-1 Icon.png Zato-1

External Resources

Combo List

  • All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
5P/2P/5K/2K Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
5P > 5P > 623S 59 ~10 [1] Very Easy Very close poke confirm.
2P > 5P > 6P 31 >10 [1] Very Easy Rather situational and risky since you need to be close but if you're confirming a 2P in the corner then this string can push Wall Damage.
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard
c.S/f.S Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
c.S > 6Hx3 112 ~20 [1] Very Easy Incredibly easy combo with great corner carry and solid damage.
c.S > 2H > 214S, 214K 115 ~25 [2] Easy
c.S > 2H > 214S RRC > c.S > 6Hx3 144 [3] Medium
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.
[4] Hard
[5] Very Hard
5H/2H Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
6Hx2 > j.236236H 151 [1] Very Easy Easy super buffer from this move. You can add this to any combo ending with 6H. It can easily break the wall for a boosted 183 damage.
[2] Easy
6Hx3 RRC ▷ j.D j.H j.236236H (Wall Break) 197 -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.
6Hx2 ▷ 623S RRC > delay 5[D] > delay c.S > (Wall Splat) 6Hx3 (Wall Break) Corner 187 ~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.
[4] Hard
[5] Very Hard
Jump-in Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
j.S > j.H ▷ 214K 77 ~10 [2] Easy
j.K > 214S ▷ 214K 75 ~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 97 ~15 [3] Medium
[4] Hard
[5] Very Hard
Dust Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
[2] Easy
[5D] > hjc > j.SH > jc > jSH > jc > j.SHH 180+ Ky [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.
[4] Hard
[5] Very Hard
These combos need a total DMG value on them
Combo Position Works on: Difficulty Notes
[1] Very Easy
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard