Difference between revisions of "GGST/May/Combos"

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m (Clarification on a combo option.)
(→‎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 List==
 
==Combo List==
 
*Currently, every damage value here has only been dealt to Sol.
 
*Currently, every damage value here has only been dealt to Sol.
 +
<!--Please test or re-test combo damage against Ky, as he has a 1.00 defense mod while Sol's is 0.98.-->
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
 
|+{{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|5K}}/{{clr|2|2K}} Starters
 
|+{{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|5K}}/{{clr|2|2K}} Starters

Revision as of 12:44, 15 June 2021


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
[5P]x3 > [4]6S Anywhere 69 ~12% Everyone [1] Very Easy Simple scramble/mash combo. Can start with 2P as well. You may need to reduce the number of punches depending on how far away the opponent is.
2K > 5[D] > Dust combo Anywhere 27 + 226 ~25% Everyone [1] Very Easy Cheeky low-high mixup. Use sparingly against opponents who know how to block it. At 2K's maximum range, charging 5D can whiff-bait some quick attacks that would hit an uncharged 5D. Usually loses to f.S or similar mid-range moves.
2K > 2D > [4]6S Anywhere 61 ~25% Everyone [1] Very Easy Low combo route. Delay 2D a bit to add ambiguity between this and 2K > 5D and catch fuzzy blockers, or cancel into 2D as quickly as possible to stuff mash attempts. Leave out the Mr. Dolphin on hit for less damage in exchange for a hard knockdown.
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard
c.S/f.S Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
c.S > 2H > [2]8H Anywhere 126 ~15% Everyone [1] Very Easy Anti-air combo.
c.S > 6K > [4] > 5K > [4]6S Anywhere 49 + 37 (CH) + 55 ~20% Everyone [1] Very Easy High mixup/frametrap/whiff-bait in pressure. Loses to 3-frame normals and trades with 4-frame normals on mash. 5K extension loses to far-reaching low attacks like Ky's 2S. Perform 5K > [4]6S if the opponent whiffs a quick attack after 6K.
c.S > 6K > 6K Anywhere 49 + 37 (CH) + 34 ~15% Everyone [1] Very Easy Situational mix-up against characters like Ky with far-reaching low attacks. Only connects if the opponent tries a low attack that 6K can jump over. Loses against most other mash-outs.
c.S > 2H > 236236S May in corner 232 ~ -40% Everyone [2] Easy Whiff punish when May is in the corner.
c.S > 2H > [4]6H > dl.c.S > 5H > [4]6H > [6]H Corner 232 ~35% Everyone [3] Medium Meterless wallbreak combo. Against airborne opponents you need to slightly delay the first Mr. Dolphin to connect. You need to delay the second c.S until the opponent falls enough so that the follow-up 5H hits.
c.S > 2H > [2]8H > 6H > [4]6S > 6H Corner 218 ~30% Everyone [3] Medium Meterless wallbreak combo, more consistent against airborne opponents.
c.S > 2H > [2]8H > AD > j.K > j.D Anywhere 166 ~20% Everyone [4] Hard Anti-air combo. May recovers her air options after hitting on the way up using HS Vertical Mr. Dolphin, which lets her AD before landing. AD needs to occur when May is roughly one character height above the ground. Timing the AD correctly is tricky, but much easier with the dash button.
[5] Very Hard
5H/2H/6H Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
5H (CH) > [4]6H > 5K > [4]6S Anywhere 141 ~25% Everyone [2] Easy
6H (CH) > [4]6H > 66RRC > c.S > 2H > [2]8H Midscreen-Corner 198 ~ -35% Everyone [3] Medium Anti-air wallbreak combo. Works from approximately the opponent's starting position.
[4] Hard
[5] Very Hard
Jump-in Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
j.H > 5K > [4]6S Anywhere 87 ~12% Everyone [1] Very Easy Simple air-to-ground combo. Begin charging [4] once the jH connects.
j.H > f.S > [4]6S Anywhere 49 + 63 (66 CH) ~12% Everyone [1] Very Easy Similar air-to-ground route, but sets up a frametrap on fS. On jH counterhit, the entire combo will link.
IAD > j.S > c.S > f.S > [4]6S Anywhere 99 ~15% Everyone [1] Very Easy IAD jump-in. This combo relies on forward momentum from a forward airdash to link cS from jS.
[2] Easy
j.H > 22RRC > c.S > 2H > [4]6H > dl.c.S > 5H > [4]6H > 6H Corner 189 ~ -45% Everyone [3] Medium Converts a corner air-to-air j.H into a wallbreak. You need to delay the second c.S a little bit to allow the opponent to wall-bounce into its range. The general formula of RRC > (corner wallbreak) in this combo can apply to any corner hit.
j.H > 22RRC > Dash > c.S > 2H > [2]8H > AD > j.H Anywhere 133 ~ -42% Everyone [4] Hard Converts a stray air-to-air j.H into more damage. Not very resource efficient, but can end the round from a common neutral situation.
[5] Very Hard
Dust Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
5[D]8 > j.H > j.D > AD > j.H > j.H Anywhere 203 ~20% Everyone [2] Easy Dust combo.
5[D]8 > j.D > j.S > j.H > j.P > j.D > j.P > j.P Anywhere 226 ~20% Everyone [2] Easy Another dust combo.
[3] Medium
[4] Hard
[5] Very Hard
Throw Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
[3] Easy
6D or 4D > RRC > c.S > 2H > [4]6H > f.S > 6H Corner 153 ~ -40% Everyone [3] Medium Wallbreak combo. Throw opponent towards corner (6D when opponent is in corner or 4D when May is in corner). You need to delay the RRC until the opponent is above May in the throw animation.
[3] Medium
[4] Hard
[5] Very Hard
Horizontal Mr. Dolphin ([4]6S/[4]6H) Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
[4]6H > [4]6S Anywhere 44 + 34 (37 CH) ~12% Everyone [1] Very Easy Double-dolphin frametrap. Extending pressure after the second Mr. Dolphin is very risky on block or normal hit. Can be interrupted by normals with 4 or fewer startup frames like Sol's 5K or May's 2P.
[4]6H > 5K > [4]6S Anywhere 44 + 55 (58 CH) ~15% Everyone [2] Easy A faster frametrap. Will beat 3-frame normals like Sol's 5K when timed correctly. Press K when May's feet touch the ground after hopping off Mr. Dolphin. Extending after this combo is very risky.
[4]6H (CH) > Dash > c.S > 2H > [4]6H Anywhere 137 ~20% Everyone [3] Medium Counterhit combo. Press and hold the dash button when May's feet touch the ground after hopping off Mr. Dolphin until in range of c.S. This combo pushes the opponent very far (into the corner from starting position), so it's useful to gain a good position from mid-screen.
[4]6H (CH) > Dash > 623K > c.S > 2H > [4]6H > [4]6H Corner 173 ~40% Everyone [3] Medium Wallbreak counterhit combo. Can also work from [4]6S counterhit, but it's possible for the opponent to escape stagger quickly enough to avoid the OHK follow-up using backdash.
[4] Hard
[5] Very Hard
Overhead Kiss (623K) Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
[2] Easy
623K > c.S > 2H > [4]6H > dl.c.S > 5H > [4]6H Corner 174 ~35% Everyone [3] Medium Meterless wallbreak combo. You need to delay the second c.S a little bit to allow the opponent to wall-bounce into its range.
[4] Hard
[5] Very Hard
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

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