GGST/Nagoriyuki/Combos: Difference between revisions

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! Combo !! Position !! Damage !! Tension Gain !! Blood Gain !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Tension Gain !! Blood Gain !! Works on: !! Difficulty !! Notes
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| [{{clr|5|j.4D}} or {{clr|5|j.6D}}], OTG {{clr|4|6H}} > ({{clr|2|236K}}) || Any || 114 || 14% || -0.5(0.1) || Everyone || [1] {{clr|1|Very Easy}} || There are few reasons not to OTG {{clr|4|6H}}.
| [{{clr|5|j.4D}} or {{clr|5|j.6D}}], OTG {{clr|4|6H}} > ({{clr|2|236K}}) || Any || 114 || 14% || -0.5(0.1) || Everyone || [1] {{clr|1|Very Easy}} || There are few reasons not to OTG {{clr|4|6H}}. [https://youtu.be/puW6zqCHapE Video Link]
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| {{clr|1|623P}} > RRC~{{clr|4|2H}} > {{clr|4|623H}} (1) > {{clr|2|236K}}, {{clr|3|c.S}}, {{clr|3|c.S}} > {{clr|4|6H}} WS, {{clr|4|6H}} || Corner || 175 || -34% || -3.2 || Everyone || [4] {{clr|4|Hard}} || The quick RRC can be replaced with a regular RRC at the cost of damage.
| {{clr|1|623P}} > RRC~{{clr|4|2H}} > {{clr|4|623H}} (1) > {{clr|2|236K}}, {{clr|3|c.S}}, {{clr|3|c.S}} > {{clr|4|6H}} WS, {{clr|4|6H}} || Corner || 175 || -34% || -3.2 || Everyone || [4] {{clr|4|Hard}} || The quick RRC can be replaced with a regular RRC at the cost of damage. [https://youtu.be/x8ejYWMpFJo Video Link]
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| [{{clr|5|4D}} or {{clr|5|6D}}] > RRC~{{clr|3|c.S}} > {{clr|4|623H}} (1) > {{clr|2|236K}}, {{clr|3|c.S}} > {{clr|4|6H}} WS, {{clr|4|6H}} || Corner || 222 || -35% || 0.9 || Everyone || [4] {{clr|4|Hard}} || Downright ridiculous damage from a throw, more so with cranked RISC. The quick RRC can be replaced with a regular RRC at the cost of damage.
| [{{clr|5|4D}} or {{clr|5|6D}}] > RRC~{{clr|3|c.S}} > {{clr|4|623H}} (1) > {{clr|2|236K}}, {{clr|3|c.S}} > {{clr|4|6H}} WS, {{clr|4|6H}} || Corner || 222 || -35% || 0.9 || Everyone || [4] {{clr|4|Hard}} || Downright ridiculous damage from a throw, more so with cranked RISC. The quick RRC can be replaced with a regular RRC at the cost of damage. [https://youtu.be/QLCkN3m45WM Video Link]
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| {{clr|1|623P}} > RRC~{{clr|3|c.S}} > {{clr|4|623H}} (1) > {{clr|2|236K}}, {{clr|3|c.S}} > {{clr|3|f.SSS}} WS, {{clr|3|c.S}}/{{clr|2|5K}} || Midscreen || 162 || -32% || -2.3 || Everyone || [4] {{clr|4|Hard}} || The quick RRC can be replaced with a regular RRC at the cost of damage.
| {{clr|1|623P}} > RRC~{{clr|3|c.S}} > {{clr|4|623H}} (1) > {{clr|2|236K}}, {{clr|3|c.S}} > {{clr|3|f.SSS}} WS, {{clr|3|c.S}}/{{clr|2|5K}} || Midscreen || 162 || -32% || -2.3 || Everyone || [4] {{clr|4|Hard}} || The quick RRC can be replaced with a regular RRC at the cost of damage. [https://youtu.be/8OD-EwrTYD4 Video Link]
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| [{{clr|5|4D}} or {{clr|5|6D}}] > RRC~{{clr|3|c.S}} > {{clr|4|623H}} (1) > {{clr|2|236K}}, {{clr|2|5K}} > {{clr|4|6H}} || Any || 168 || -39% || 1.1 || Everyone || [4] {{clr|4|Hard}} || The quick RRC can be replaced with regular RRC at the cost of damage.
| [{{clr|5|4D}} or {{clr|5|6D}}] > RRC~{{clr|3|c.S}} > {{clr|4|623H}} (1) > {{clr|2|236K}}, {{clr|2|5K}} > {{clr|4|6H}} || Any || 168 || -39% || 1.1 || Everyone || [4] {{clr|4|Hard}} || The quick RRC can be replaced with regular RRC at the cost of damage. [https://youtu.be/woAHU5d1K5o Video Link]
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| {{clr|1|623P}} > RRC, {{clr|2|236K}}, {{clr|3|c.S}} > {{clr|4|623H}} (1) > {{clr|2|236K}}, {{clr|3|c.S}}, {{clr|3|c.S}} > {{clr|4|6H}} WS, {{clr|4|6H}} || Cornered || 163 || -37% || -2.5 || Everyone || [3] {{clr|3|Medium}} || A side switch combo where you pass under the opponent with the first {{clr|2|236K}}. Drifting the RC back or even up can help with the first {{clr|3|c.S}}. Canceling Fukyo momentum may help with the side switch.
| {{clr|1|623P}} > RRC, {{clr|2|236K}}, {{clr|3|c.S}} > {{clr|4|623H}} (1) > {{clr|2|236K}}, {{clr|3|c.S}}, {{clr|3|c.S}} > {{clr|4|6H}} WS, {{clr|4|6H}} || Cornered || 163 || -37% || -2.5 || Everyone || [3] {{clr|3|Medium}} || A side switch combo where you pass under the opponent with the first {{clr|2|236K}}. Drifting the RC back or even up can help with the first {{clr|3|c.S}}. Canceling Fukyo momentum may help with the side switch. [https://youtu.be/fIrx-zgytfk Video Link]
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Revision as of 19:23, 5 July 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

Theory

623H (1) > 236K

A key combo extender. Expensive on the Blood Gauge but very versatile as 623H can be comboed into from almost anything. Canceling Fukyo's momentum with a microwalk backwards may be necessary in some cases to secure a follow up.

Wall Splat Combos

All Wall Splat combos listed assume wall is at full health. Due to the changing integrity of the wall throughout the match, some of these combos may splat earlier than expected in real matches. When this happens, try to trigger the break with your most damaging H normal that will reach (6H > 5H > 2H) if not ideally Wasureyuki (632146S). If the wall splat is triggered with the final hit of f.SSS and your blood level is 0, 6H will not be fast enough to land. Opt for c.S or 5K in this case or if the tight 6H link is too difficult.

Off The Ground (OTG) 6H

A powerful combo ender for its damage and Blood Gauge drain. Can always be canceled into Fukyo (236K) for okizeme, but this is often left out when the Blood Gauge is dangerously high.

Blood Level # (BL#) and Blood Rage (BR)

Some combos are only possible with a certain amount of blood due to the increased speed of HS normals at higher blood levels.

Blood Gain Note

All values listed are the spike amount of the Blood Gauge. All combos that feature both specials and S/H normals will have an initial spike followed by a rapid drain before settling on a net gain. If a combo does not feature specials the value listed is the final net drain.

Combo List

P/K Starters

Combo Position Damage Tension Gain Blood Gain Works on: Difficulty Notes
5K > 6K > 214H, OTG 6H > (236K) Any 133 20% 0.6(0.9) Everyone [1] Very Easy Optional 236K is added for okizeme at the cost of Blood Gauge Video Link
5P > 6P > 214H, OTG 6H > (236K) Any 105 20% 0.6(0.9) Everyone [1] Very Easy Optional 236K is added for okizeme at the cost of Blood Gauge. 5P/2P is interchangeable and two can be gatlinged before 6P. Video Link
5K > 6K > 623H (1) > 236K, c.S > f.SSS, (WS 6H /c.S/5K) Any 138 30% 1.0 Everyone [3] Medium Can side switch after 236K if close enough. Wall Splats in corner. 6H will whiff with no Blood Levels. Video Link
5P > 6P > 623H (1) > 236K, c.S > f.SSS, (WS 6H /c.S/5K) Any 109 30% 1.0 Everyone except Heavyweights [3] Medium Wall Splats in corner. 6H will whiff with no Blood Levels. Video Link
2K > 2D, OTG 6H > (236K) Any 80 13% -0.5(-0.1) Everyone [1] Very Easy 6H may whiff without Blood Levels at max distance. Video Link
5K > 6K > 623H (1) > 236K, c.S > f.SSS > 66.RRC, c.S > Delay f.SSS WS, c.S/5K Any 180 -20% 1.0 Everyone [4] Hard Corner to corner combo. Will wall splat much earlier if not starting back against a wall. Video Link
CH AA 6P > 623H (1) > 236K, c.S > f.SSS Any 130 25% 1.0 Any [2] Easy Video Link
CH AA 6P > 623H (1) > 236S > 236K, c.S > c.SSS WS, 6H/c.S/5K Near Corner 196 25% 1.9 Everyone [2] Easy c.S will not always connect if 6P hits at max range or a low height Video Link
CH 6K > (236K), 623P Any 100 19% -2.4 Everyone [2] Easy Combo into Bloodsucking Universe. A decent DP punish option if you're desperate to lower the Blood Gauge. 236K can be omitted if close enough. Video Link

S Starters

Combo Position Damage Tension Gain Blood Gain Works on: Difficulty Notes
c.S > f.SS > 214H > OTG 6H > (236K) Midscreen 135 25% 0.6 (0.9) Everyone [1] Very Easy OTG 6H will whiff if both further than midscreen and BL0, in such cases either 2S or 236K > 6H will work. Video Link
c.S > f.SS , c.S > f.SS WS , 6H Corner 165 30% -0.8 Everyone [3] Medium Good conversion into wallsplat when near BR or if trying to maintain low BL. Video Link
c.S > f.SS , c.S , 5K > 6H WS , 5H Corner 187 30% -1.3 CH,FA,IN,KY,LE,NA,PO [3] Medium Like the above but a bit more damage and blood reduction against certain characters. Video Link
c.S > (f.S) > 214H > 623H (1) > 236K , c.S , c.S , 5K > 6H WS , 6H Corner 240 75% 2 Everyone [4] Hard If you miss the confirm on c.S, you can still convert from the first f.S for less damage. Try to stay under the character for consistency. If you're too far for the last hit, do 236K after the first 6H to adjust. Video Link
c.S > (f.S) > 5H> 214H > 623H (1) > 236K , 5K (or c.S) , c.S > 6H WS , 6H Corner 243-258 2 Everyone* [4] Hard An Alternate route to above to squeeze more damage by gatling into 5H before the special-cancel sequence. If f.S is used the combo it will prorate enough such that heavyweights will not combo. A 5K juggle is also required instead of c.S after 236K for more consistency and necessary against Heavyweights. Video Link
f.SSS Any 58 14% -0.7 Everyone [1] Very Easy Don't sleep on the basics. Important poke conversion to manage the Blood Gauge.Video Link
f.SS > 623H (1) > 236K, c.S > f.SSS WS, 6H/c.S/5K Midscreen 149 31% 0.9 Everyone except Heavyweights [3] Medium Midscreen poke conversion to wall splat. Will not connect at furthest ranges of f.S. Video Link
f.SSS > 66.RRC, c.S > 623H (1) > 236K, c.S > 6H WS, 6H Midscreen 151 -35% 0.6 Everyone [3] Medium A more consistent poke to wall splat conversion at a tension premium. Video Link
2S > 214H, OTG 6H > (236K) Any 114 33% 0.6 Everyone [2] Easy BnB for 2S at any bar. Gives 0.6 bar instantly, but is only +0.2 overall. Video Link
(BL2+) 2S > 5H Any 86 10% -0.5 Everyone [1] Very Easy Don't sleep on the basics. This will be your BnB poke at dangerously high blood levels. Video Link

H Starters

Combo Position Damage Tension Gain Blood Gain Works on: Difficulty Notes
CH AA 2H > 236K, f.SS > 623H (1) > 236K, c.S > 6H WS, 6H Midscreen 207 35% 0.9 Everyone [3] Medium Gold Standard for AA conversions Video Link
CH AA 2H > 236K, 5K > jc > j.K > j.D5K > 6K > 632146S Midscreen 224 -23% -2.0 Everyone [4] Hard Very blood efficient and a cool j.D flex, but strict corner spacing makes it hard to apply.
CH AA 2H > 236K, (c.S), c.S > 5H > 623H (1) > 236K, c.S > 6H WS, 6H Corner 260-256 Everyone [4] Hard Corner CH AA combo which works whether they were airborne or not. The combo becomes more finnicky if CH 2H hits the opponent high up, but is adjustable by delaying the first or second c.S as they fall from higher up. Or wait and go straight into c.S 5H for 4 less damage as it will still wallbreak. Video Link
CH 6H > 214H, c.S > f.SSS WS, c.S Near Corner 232 40% 0.3 Everyone [2] Easy Video Link
CH 6H > 623H > 236K > c.S > c.S* > 5[D] > 5K > 6H WS > 236K > 632146S Corner 301 -40% 0.9 AX,CH,AN,FA,LE,NA,PO,ZT [4] Hard Combo still breaks wall and works on more characters (Millia, Gio, Ram, I-No, May, and Sol. Ky remains inconsistent) if you drop the second close slash. Combo is no longer character specific when at least one bar of bloodrage is filled. Video Link
CH 5H > 214H > 623H (1) > 236K, c.S > f.SSS WS, 6H/c.S Midscreen 236 41% 1.9 Everyone [3] Medium Video Link
2H > 623H (1) > 236K, c.S, c.S, c.S > 6H WS, 6H Corner 241 36% 0.8 Everyone [3] Medium A rare starter. May come up when frame trapping a jump out attempt.
2H > 214K, 5K > 214H > 623H (1) > 236K, c.S, c.S > 6H WS, 6H Corner 252 40% 1.9 Everyone [5] Very Hard Momentum of 214K must be canceled with a microwalk. A flex combo for a rare starter. Video Link
(BR) 5H > 632146H Any 266 -50% Exits BR Everyone [2] Easy Standard combo for deactivating Blood Rage. Video Link

Dust Combos

Combo Position Damage Tension Gain Blood Gain Works on: Difficulty Notes
5[D].8 > j.H > j.K > jc > j.H > j.K > j.HH Any 198 20% -1.7 Everyone [3] Medium Universal homing Dust combo. Can help to delay first j.H. Video Link
5[D].8 > j.H > j.K > jc > j.H > j.K > j.SS Any 195 20% -1.2 Everyone [1] Very Easy Universal very easy version Video Link
5[D].8 > Delay j.H > j.D > jc > j.K > j.H > j.SS Any 201 (vs Pot) 21% -1.3 FA,NA,PO [4] Hard Big body damage optimization

Throw Combos

Combo Position Damage Tension Gain Blood Gain Works on: Difficulty Notes
[j.4D or j.6D], OTG 6H > (236K) Any 114 14% -0.5(0.1) Everyone [1] Very Easy There are few reasons not to OTG 6H. Video Link
623P > RRC~2H > 623H (1) > 236K, c.S, c.S > 6H WS, 6H Corner 175 -34% -3.2 Everyone [4] Hard The quick RRC can be replaced with a regular RRC at the cost of damage. Video Link
[4D or 6D] > RRC~c.S > 623H (1) > 236K, c.S > 6H WS, 6H Corner 222 -35% 0.9 Everyone [4] Hard Downright ridiculous damage from a throw, more so with cranked RISC. The quick RRC can be replaced with a regular RRC at the cost of damage. Video Link
623P > RRC~c.S > 623H (1) > 236K, c.S > f.SSS WS, c.S/5K Midscreen 162 -32% -2.3 Everyone [4] Hard The quick RRC can be replaced with a regular RRC at the cost of damage. Video Link
[4D or 6D] > RRC~c.S > 623H (1) > 236K, 5K > 6H Any 168 -39% 1.1 Everyone [4] Hard The quick RRC can be replaced with regular RRC at the cost of damage. Video Link
623P > RRC, 236K, c.S > 623H (1) > 236K, c.S, c.S > 6H WS, 6H Cornered 163 -37% -2.5 Everyone [3] Medium A side switch combo where you pass under the opponent with the first 236K. Drifting the RC back or even up can help with the first c.S. Canceling Fukyo momentum may help with the side switch. Video Link

Combo Theory

Unlike other characters, Nago's "optimal" combos aren't just based on damage. They're also based on how much blood you're willing to spend (or, more often, how much you're trying to save). There's a lot of math that goes around how much each move adds or subtracts and the individual numbers are listed on the overview page, but for playing Nago you're better off having a rough idea of how much each route will add or subtract. To use some simple BnBs as an example.

Starter > 214H > 6H (OTG) > 236K builds almost one bar of blood.

Starter > 214H > 623H > c.S/5K > 6H > 236K builds roughly 2 and 1/5th of a bar.

The former is clearly better if you're at 1 bar of blood. You can also stick to a simpler route at lvl 1 like 5K > 6H > 236K which builds almost no blood whatsoever since the 6H mitigates so much of the cost of 236K.

Another big matter when it comes to reducing blood is choosing your ender. You often get your best oki off of something like 6H > 236K but you'll have to gain all the blood from any specials spent in the combo before hand. If you end up spending too much blood or want to bring your blood down for later, f.SSS is your best meterless ender for bringing down the blood gauge. The final hit of the 3 hit S series brings down as much as an H normal but you get the bonus of 2 extra slash hits along the way. This ender gives more blood drain and corner carry (and is great for breaking the wall). For example, the second combo (Starter > 214H > 623H > c.S/5K > 6H > 236K) builds slightly less than 2 blood bars if you replace the 6H > 236K with f.SSS. The downside is that f.SSS gives the worse oki, especially midscreen. If you're willing to spend meter (or have wallsplat) super is the best way to bring down the blood gauge mid-combo. Super gives you almost 2 bars worth of blood drain which can often be enough to save you from blood rage if you spent too much mid-combo. Having a general idea of your routes and enders is going to be crucial to managing blood bar. It'll often involve sacrificing offense or damage, but with good management you'll still find yourself out-damaging the majority of the cast while still having scary mixups and pressure.

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