GGST/I-No/Combos: Difference between revisions

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< GGST‎ | I-No
(→‎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.-->)
(Add "j.s > jc > j.S > 236K/S/H" to Combo List.)
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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
|-
| | ||  || || ||  || [1] {{clr|1|Very Easy}} ||
| | j.s > jc > j.S > 236K/S/H ||  || 69/69/70 || ~10/~10/~10 ||  || [2] {{clr|2|Easy}} || 256 strength effects reset distance. Whiffs versus crouching opponent.
|-  
|-  
| | j.S > c5S > 5HS > 214K ||  || 102 || ~20 ||  || [2] {{clr|2|Easy}} ||
| | j.S > c5S > 5HS > 214K ||  || 102 || ~20 ||  || [2] {{clr|2|Easy}} ||  
|-  
|-  
| |  ||  ||  ||  ||  || [3] {{clr|3|Medium}} ||
| |  ||  ||  ||  ||  || [3] {{clr|3|Medium}} ||

Revision as of 01:43, 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

Combo List

  • Currently, every damage value here has only been dealt to Sol.
5P/2P/5K/2K Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
5K/6P > 214K 63/66 10.95/10.55 [1] Very Easy Resets full screen.
2K/5K > 2D > 236S/236H 53/55 13.25/14.75 [1] Very Easy Resets mid screen. H version easy to burst.
5K/6P > 236S 56/59 9.89/10.98 [2] Easy Resets mid screen. 5K starter only works against jumping opponents. 5K starter side switches when ending with 236H.
[3] Medium
[4] Hard
[5] Very Hard
c.S/f.S Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard
5H/2H Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard
Jump-in Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
j.s > jc > j.S > 236K/S/H 69/69/70 ~10/~10/~10 [2] Easy 256 strength effects reset distance. Whiffs versus crouching opponent.
j.S > c5S > 5HS > 214K 102 ~20 [2] Easy
[3] Medium
[4] Hard
[5] Very Hard
Dust Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard
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

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