GGST/Leo Whitefang/Combos

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< GGST‎ | Leo Whitefang
Revision as of 11:54, 26 June 2021 by MistaLOD (talk | contribs) (→‎Combo List: Finally added some combos to this character. Sexy ones in there.)
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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.
land = Indicate that the player must land at a point in the sequence.
, = 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 Stick/Wall Splat
[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
GO = GGST Goldlewis Dickinson Icon.png Goldlewis
IN = GGST I-No Icon.png I-No
JC = GGST Jack-O' Icon.png Jack-O
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 Ky.
5P/2P/5K/2K Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
5P (> 5P > 5P) > 236S Anywhere 49; 60; 69 9%; 11%; 13% All [1] Very Easy Add more 5P depending on distance for a max of three.
5K > 2D > 236S Anywhere 82 16% All [2] Easy The timing for 236S can be a bit weird at first.
5K > 6K > 236S Anywhere 79 16% All [3] Very Easy Easier than above with 3 less damage and 1 pixel less of Tension.
c.S/f.S Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
c.S > f.S > 5H > 236S Anywhere 123 21% All [1] Very Easy
c.S > 2H > dl.f.S Anywhere 103 14% All [1] Very Easy Launches opponent almost a full screen away. Good for creating space between you and your opponent.
c.S > 2H > 214[S] > bs.214H Anywhere 153 24% All [3] Medium Make sure to delay your input in between 214S and 214H, or else the game might register 5H instead.
c.S > 2H > 214[S] > bs.632146S Anywhere 207 18% -50% All [4] Hard If your overdrive input is too late, it will only do 190 damage instead of 207.
c.S > 2H > 214[S] > bs.S, bs.H, bs.214H > WS > f.S (or 632146H) Corner 203 (219) 34% (32% -50%) All [3] Medium
f.S (> 5H) > 236S Anywhere 63 (90) 11% (16%) All [1] Very Easy If your opponent is too far away, 5H will not connect.
5H/2H Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
2H > 236H > bs.S > bs.H > 236H > RRC > 2H > WS > 5H (or 632146H) YOUR OWN Corner 192 (204) 30% -50% (-100%) All [5] Very Hard Yes, this is a Wall Breaker combo for when you're backed up against a corner. The timing is especially tight between 236H and bs.S, but thankfully it's before spending any meter. Remember you change directions in between the first 236H and the second 236H, so adjust your inputs accordingly!
Jump-in Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard
Dust Combos
Combo Damage Tension Gain Works on: Difficulty Notes
5[D], j.K > j.P > j.H > j > j.P > j.H > j > j.S > j.H > j.H (Finishing Blow) 192 19% All [1] Easy Timing is tight on this one, but the damage is worth it.
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