GGST/Goldlewis Dickinson/Combos: Difference between revisions

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| | {{clr|3|f.S}} > {{clr|4|684H}} 66.RRC(whiff), dash {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|426H}}, dash {{clr|4|2H}} > {{clr|4|426H}} WS {{clr|3|236S}} || Midscreen || 233 || || || {{clr|4|Hard}} || The second {{clr|4|2H}} must hit as deep as possible for them to be low enough for {{clr|3|236S}} to connect.
| | {{clr|3|f.S}} > {{clr|4|684H}} 66.RRC(whiff), dash {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|426H}}, dash {{clr|4|2H}} > {{clr|4|426H}} WS {{clr|3|236S}} || Midscreen || 233 || || || {{clr|4|Hard}} || The second {{clr|4|2H}} must hit as deep as possible for them to be low enough for {{clr|3|236S}} to connect.
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|-
| | {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|426H}}, dash dl {{clr|3|c.S}}, {{clr|4|248H}} > dash dl {{clr|3|c.S}} WS {{clr|1|1080P}} || Corner || 346 || || || {{clr|5|Very Hard}} || Big damage corner combo, requires delays in order to get 248 BT to hit fully behind, sending them towards the wall
| | {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|426H}}, dash dl {{clr|3|c.S}}, {{clr|4|248H}} > dash dl {{clr|3|c.S}} WS {{clr|1|1080P}} || Corner || 346 || || Everyone || {{clr|5|Very Hard}} || Big damage corner combo, requires delays in order to get 248 BT to hit fully behind, sending them towards the wall
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| | {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|248H}}, {{clr|3|c.S}} > {{clr|4|268H}}, {{clr|4|426H}} WS {{clr|4|426H}} || Back to Corner || 256 || || Everyone || {{clr|3|Medium}} ||
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Revision as of 02:41, 30 July 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

Combo Theory

Goldlewis' goal is to end his combos in a hard knockdown (through 624/684BT or 2D) in order to get his set play game started. His combos are very spacing-dependant - you will have to alter your route often depending on your spacing from the opponent, as well as from the corner. While tricky at first, mastering Goldlewis's optimal combos allows him access to HUGE damage conversions and hard knockdowns, which let him loop his pressure once more.

Read First

Beginner Combo List

BEHEMOTH TYPHOON NOTATION: For readability purposes, Behemoth Typhoon should be notated with ONLY cardinal directions as opposed to the whole input. For example, 63214H should be 624H.

All damage values are tested on Ky.

Beginner Combos

Beginner Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
c.S > 5H > 624H anywhere 126 - [1] Very Easy

Punch Combos

Punch Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
2P, 2P > 684H Anywhere 72 14 Everyone Very Easy Go-to meterless combo for getting someone off you, or to capitalise on the hit of 5P/2P
5P, 2P > 684H Anywhere 75 15 Easy 5P link combo. Does not work on crouching opponents.
2P, c.S > 5H > 684H Anywhere 101 20 Easy Crouch confirm

Kick Combos

Kick Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5K > 2D > 624H Anywhere Everyone Very Easy
2K > 2D > 624H Anywhere Everyone Very Easy
5K/2K > 2D > 248H, c.S > 268H, 624H WS 624H Back to Corner 201 45% Everyone Medium

Slash Combos

Slash Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
c.S > 2H > 486H> 5H > 624H anywhere 185 Easy
c.S > 2H > 268H, 426H, dl c.S > 2H > 426H WS 6H Corner 268 ~43 Easy
c.S > 2H > 268H, 426H, dl c.S > 2H > 684H Corner 223 ~40 Easy Non-WS version of above combo
c.S > 2H > 426H, dash c.S, 248H > 426H WS 624H Corner 266 Hard Double sideswapping combo that works on everyone
CH c.S/ 5H > 486H > microdash c.S > 2H > 426H > microdash c.S > 2H > 426H > WS 6H Midscreen 275 Hard (Probably) optimal midscreen CH conversion. Can't get it to connect with CH f.S starter, but seems like it miiiiiight be possible
CH c.S > 486H, microdash c.S > 248H, f.S > 624H/684H WS microdash f.S Back to Corner 252 Medium Sideswitch after CH c.S, hitting the second c.S too early will cause 248H to whiff, too late and you'll get OTG connect and no combo. Use this to make them respect your abare with 6P
c.S > 248H, microwalk forward c.S > 5H > 426H, microdash c.S > 2H > 426H WS 6H Back to Corner 270 ~47 Medium Alternate cornered route. Doesn't require counterhit. Sideswitches after microwalk. Light characters may wall splat early from the 2H if too close to the wall, leading to less damage; the best way to avoid this is to delay the first c.S.
f.S > 684H 66.RRC(whiff), dash c.S > 2H > 426H, dash 2H > 426H WS 236S Midscreen 233 Hard The second 2H must hit as deep as possible for them to be low enough for 236S to connect.
c.S > 2H > 426H, dash dl c.S, 248H > dash dl c.S WS 1080P Corner 346 Everyone Very Hard Big damage corner combo, requires delays in order to get 248 BT to hit fully behind, sending them towards the wall
c.S > 2D > 248H, c.S > 268H, 426H WS 426H Back to Corner 256 Everyone Medium

Heavy Slash Combos

Heavy Slash Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
CH 5H > 426H > c.S > 2H > 684H Corner Easy Basic 5H frame trap confirm into oki. (please optimize this)
CH 5H > 486H, microdash c.S > 248H, f.S > 624H/684H WS dash f.S Back to Corner 255 Medium Not enough delay to c.S and 248H won't connect. Too much and you OTG with no combo.
2H > 268H, 6H > 426H, microdash c.S > 2H > 426H WS 6H Corner 288 ~43 Easy Works grounded or as anti-air. If anti-air, first 6H must be delayed, but timing is lenient.

Dust Combos

Dust Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5[D]~8 > j.D > j.S > adc > j.S > j.S Anywhere 183 Everyone [1] Very Easy
5[D]~8 > j.D > 9jc > j.D > j.S > adc > j.D > j.D Anywhere 206 Everyone [2] Easy

Throw Combos

Throw Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
4/6D > 88RC > 6 > c.S > 2H > 426H > c.S > 5H > WS > 426H > WB Corner 167 Positive Bonus Everyone [2] Easy Need to hit the first c.S as high as possible

Air Starter Combos

Air Starter Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
j.K > j.248H > microdash c.S > 2H > 426H/684H Anywhere 150 - Hard Basic jump-in combo. Corner extension is possible. Use 426H if youre near the corner as it leads to a longer combo, and use 684H midscreen for a better knockdown.
j.K > j.248H > microdash c.S > 2H > 684H > 624H Anywhere 174 - Hard Better damage + corner carry, but worse oki. Your choice between the two combos really.

Behemoth Mixup Route Combos

Behemoth Mixup Route Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
non tip 486H, c.S > 2H > 684H Anywhere 157 Easy Point blank midscreen confirm. Microdash in corner to get c.S. Early connect 486H gives 177 damage
486H, 268H, 684H Anywhere 159 Medium Point blank midscreen confirm alternate route. Early connect 486H gives 180 damage
486H > 5H > 426H Anywhere 139 - Easy In corner, a wallbreak extension is possible (see below). Confirm when not point blank. Early connect 486H gives 157 damage
486H > 5H > 426H > microdash c.S > 2H > 426H > WS 6H Corner 241 - Medium Wallbreak extension of above combo. Early connect 486H gives 275 damage
486H > 5H > 426H > 2H > 426H > WS 6H Corner 237 - Easy Slightly easier version of above combo.
486H, 684H Anywhere 118 Easy Max range confirm. Early connect 486H gives 131 damage, but if you get the early connect you're always in range to put 5H in the middle for a more optimal combo anyway
842H > 2S > 624H Midscreen 135 - Medium Meterless low mix combo
842H > 2S > 684H > 66.RRC, dash c.S > 2H > 426H WS 6H Midscreen 232 - Medium Low RC extension. At most ranges where you'd actually hit with 842H, the RC will whiff, but the combo still works. When this happens, it deals 247 instead.
862H > RRC > c.S > 2H > 486H > 624H Midscreen 155 - Easy Near unreactable overhead/low mix RC extension, see below combos for other routes. Least damage, but works anywhere on the screen.
862H > RRC > c.S > 2H > 426H > Microdash c.S > 2H > 426H > WS 6H Corner 207 - Medium Route for when your opponent is pressed against the corner.
862H > RRC > c.S > 2H > 268H > 6H > WS 624H Corner 203 - Medium Slightly easier route for when your opponent is pressed against the corner.
862H > RRC > dash c.S > 2H > 426H > 2H > 426H > WS 236S Midscreen 237 - Hard Midscreen route. Dash until opponent is about gut level. 2H timing is suprisingly strict.
CH 862H, 2S > 624H/684H Anywhere 148 22 Very Easy Meterless midscreen counterhit overhead combo
CH 862H, 2S > 268H, 624H/684H Corner 186 28 Easy Corner meterless counterhit overhead combo
CH 862H, 2S > 268H, 6H Corner 184 28 Easy Alternate route for less damage, but you can cancel into 214S to end
248H > RRC > c.S > 2H > 426H > Microdash c.S > 2H > 426H > WS 6H Corner 229 - Hard Low route for when your opponent is pressed against the corner. Be quick with the BT before the wallsplat or it will break the wall, leading to less damage.
248H > 44.PRC, c.S > 2H > 426H, c.S > 2H > 426H > WS 6H Corner 258 -40 Medium Low corner route. Against lightweights and at some ranges against other characters, walking back after the PRC is required to avoid side switching. Everything after the PRC is burst safe.
CH 268H, dash c.S > 2H > 426H, dash c.S > 2H > 426H WS 6H Midscreen 282 ~47 Medium Initial launch is high enough to still combo after some trades; e.g. point blank blocked 5K into 268H will trade with 5F moves for full combo.

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