GGST/Jack-O/Combos: Difference between revisions

From Dustloop Wiki
< GGST‎ | Jack-O
Line 21: Line 21:
|-  
|-  
|| {{clr|2|2K}} > {{clr|5|2D}} > {{clr|1|236P}}, {{clr|2|(5K(minion)}} > {{clr|2|214K)}} || Anywhere || 41 (70) ||  || All || {{clr|1|Very Easy}} || Basic confirm into Servant Summon. 5K OTG works at all ranges. Other OTG options for setups include 5P(minion), 2K, 2D, 236K and 214K. (5P does the same damage as 5K in this combo, however since 5K is jump-cancellable using 5K is better for keeping your Oki ambiguous)
|| {{clr|2|2K}} > {{clr|5|2D}} > {{clr|1|236P}}, {{clr|2|(5K(minion)}} > {{clr|2|214K)}} || Anywhere || 41 (70) ||  || All || {{clr|1|Very Easy}} || Basic confirm into Servant Summon. 5K OTG works at all ranges. Other OTG options for setups include 5P(minion), 2K, 2D, 236K and 214K. (5P does the same damage as 5K in this combo, however since 5K is jump-cancellable using 5K is better for keeping your Oki ambiguous)
|-
|| {{clr|2|2K}} > {{clr|5|2D}} > {{clr|1|236P}}, {{clr|4|c.S}} > {{clr|2|214K}}, {{clr|4|c.S}} > {{clr|2|236K}} > ({{clr|1|214P}})  || Anywhere || 97 ||  || All || {{clr|3|Medium}} || Damage ender for 2D. have to be fairly close to combo
|-
|-
|| {{clr|2|2K}} > {{clr|5|2D}} > {{clr|1|236P}}, 66 {{clr|4|c.S}} > {{clr|2|236K}} > {{clr|2|214K}}, {{clr|2|5K}} > {{clr|5|2D}} > {{clr|1|(236P)}} || Anywhere || 98 ||  || All || {{clr|3|Medium}} || Damage ender for 2D. 66 is a microdash. Doesn't work at max range. Substitute 5K for c.S in the corner. || https://twitter.com/Dacidbro/status/1431406818182320130
|| {{clr|2|2K}} > {{clr|5|2D}} > {{clr|1|236P}}, 66 {{clr|4|c.S}} > {{clr|2|236K}} > {{clr|2|214K}}, {{clr|2|5K}} > {{clr|5|2D}} > {{clr|1|(236P)}} || Anywhere || 98 ||  || All || {{clr|3|Medium}} || Damage ender for 2D. 66 is a microdash. Doesn't work at max range. Substitute 5K for c.S in the corner. || https://twitter.com/Dacidbro/status/1431406818182320130

Revision as of 23:59, 29 August 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

  • This list is meant for actual combos, not for frame traps, blockstrings, or mixups. If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
  • The list is focused on most practical examples, not every single option that exists.
  • All damage values are damage dealt to Ky unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).

5P/2P/5K/2K Starters

5P/2P/5K/2K Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
2K > 2D > 236P, (5K(minion) > 214K) Anywhere 41 (70) All Very Easy Basic confirm into Servant Summon. 5K OTG works at all ranges. Other OTG options for setups include 5P(minion), 2K, 2D, 236K and 214K. (5P does the same damage as 5K in this combo, however since 5K is jump-cancellable using 5K is better for keeping your Oki ambiguous)
2K > 2D > 236P, 66 c.S > 236K > 214K, 5K > 2D > (236P) Anywhere 98 All Medium Damage ender for 2D. 66 is a microdash. Doesn't work at max range. Substitute 5K for c.S in the corner. https://twitter.com/Dacidbro/status/1431406818182320130
2K > 2D > 236K Anywhere 57 All Very Easy Basic confirm into corner carry. Can set up a meaty Throw Servant with 236[P] > 6P/K/S/H/D
5P > 5P > 6H(2) Anywhere 67 All Very Easy Basic Jab confirm. Pushes the opponent very far away.

c.S/f.S/2S Starters

c.S/f.S/2S Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
c.S > 5S > 5H Anywhere 100 All Very Easy Basic combo that pushes the opponent away while giving you time to setup a servant.
c.S > 2H > 236P > 5P(minion) > 236K > 214K Anywhere 146 All Medium only works up close and have to be fast to get the combo out
c.S > 2D > 236P > c.S > 236K > 214K Anywhere 140 All Medium decent damage midscreen and same as other 2D combo
66 c.S > 5S > 2H > 236K Anywhere 115 All Very Easy Basic c.S combo that pushes the opponent very far away. Requires dash momentum to work on the whole cast
66 c.S > 2H > 236[P]~5D , 5P , 66 5K > 6H(1) Midscreen 134 Hard Needs dash momentum to connect. Corner carry combo that leaves an active servant.
c.S > 2H > 236P > 5P(minion) > 214K > 66f.S > 236K > dl.214K WS, 6H(2) Midscreen 195 All Very Hard Optimal midscreen combo off c.s leads to wallbreak and allows you to dash up super for hkd. Delay the 214K based on weight class. https://www.youtube.com/watch?v=qZwdoOwxFlk
c.S > 2H > 236P > 5P(minion) > 214K > 66f.S > 236K, 665K > dl.2D WS, 6H(2) Midscreen 194 All Very Hard Version of the optimal combo that only needs 1 Servant Gauge, but is also much harder. https://twitter.com/Sometimes_Fendo/status/1431226037870993414
c.S > 2H > 236[P]~5D , 5P > 2H > 236K, 5K > 6H(1) > WS > 6H(1) Corner 197 Hard
c.S > 2H > 236[P]~5K , 6P , 5K > 236K, 5K > WS > 66 5[D] Corner 202 Medium does not work at all ranges nor all characters and have to be point blank
c.S > 2H > 236P > 5P(minion) > 236K > c.S > 5H > WS > 5[D] Corner 201 Medium Have to be close to combo

5H/2H/6H Combos

5H/2H/6H Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
CH 2H > 236[P] 66 5K, 5D , 2S > 2H > 236K Midscreen 151 Medium 236K will wallbounce if the opponent is near the corner.
CH 2H > 236[P] 66 5K, 5D , 2H > 236K , c.S > 5H WS, 5[D] Near Corner 212 Hard May require dash momentum. Wall break variant of the above combo.
CH 2H > 236[P] 66 5K, 5K, 5K, 6P WS, 2P, 6P Corner 190 Easy Simple Hold Servant Attack Command loop in corner. Leaves Servant Gauge very low, even after wallbreak.
CH 2H > 236P 66 c.S > 2H, 236K , c.S > 6H(2) WS, 66 5[D] Corner 224 Medium High damage meterless wallbreak combo that leaves ~1.8 Servant Gauge after wallbreak.
CH 2H > 236P > 236K, 2S > 236K > 214H, 2S > 236K, c.S > 6H , Detonation~j.S > WS > 5D Corner 234 (262 With Super) Very Hard Utilizes Countdown inside of a shoot loop. Can end with super for hard knockdown and more damage https://www.youtube.com/watch?v=B0kyEN5gDqo
66 CH 6H(1) > 236P, c.S > 5H > 214K, c.S > 5H > 214K, c.S > 6H > (236P)... Midscreen 173 ~44% All Medium CH Punish combo. Can only be done at point blank range. Dashing between juggles may be required if back is to the wall. https://twitter.com/shadowd63/status/1432075495320039426

Anti-air Combos

Anti-Air Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5K AA > 9j.K > air dash > j.S > j.H > 5S Anywhere 96 All Easy Decent anti air combo works at most heights unless very low.
2S > 236[P]~5K~5D, 5K > 6H Midscreen 110 All Hard Follow-up 5K can be replaced with c.S depending on spacing. Possible on heavyweights only at near-max height.
CH 2S, 5K > 6H Midscreen 110 All Easy Simple Counterhit 2S anti air confirm. Can cancel into 236[P] for oki.
2H AA > 236P > 5K > 236K > 214K > 214K WS > 6H Near Corner 199-202 25% All Medium Depending on the distance from the corner the servant projectile will hit the opponent a different number of times, causing the (199-202) damage discrepency.

Jump-in Starters

Jump-in Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes

Dust Combos

Dust Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5[D] 8, j.H(2) > j.K > 9jc > j.H(2) > j.K > j.SS Anywhere 181 Easy
5[D] 8, j.H(2) > j.K > jc > j.S > j.K > j.S > j.KK Anywhere 181 All Easy

Ground Throw Starter

Ground Throw Starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
[4D or 6D] > 2H anywhere 94 Everyone [1] Very Easy
[4D or 6D] > 6H anywhere 84 Everyone [2] Easy

Special Move Starter

Special Move Starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
CH 236K > 5P > 6H > 236P (setup) Corner 2D > 236K is a natural frame trap and can be converted into a combo in the corner. Keep in mind that 236K is unsafe without using Servant gauge.

Combo Theory

Navigation

Template:Navbar-GGST