GGST/I-No/Combos

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< GGST‎ | I-No
Revision as of 12:43, 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.-->)
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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

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
[1] Very Easy
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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