GGST/Nagoriyuki/Combos

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< GGST‎ | Nagoriyuki
Revision as of 12:45, 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.-->)



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

  • Currently, every damage value here has only been dealt to Sol.
5P/2P/5K/2K Starters
Combo Position Damage Tension Gain Blood Gain Works on: Difficulty Notes
2P*2 > 214H > 236S Any 76 5% 1.80 Bars Everyone [1] Very Easy 2P starter.
2K > 2D > 214H Any 69 4% 0.90 Bars Everyone [1] Very Easy 2K starter.
2P*2 > 623H > 236K > c.S > f.SS > 214H (> 6H) Any (Midscreen) 95 (138) 16% 2 Bars Everyone but Pot & Nago [1] Very Easy Extended 2P starter using Shizuriyuki into Fukyo. Can go into a wallbreak.
5K > 214H > 623H > 236K > c.S > f.SSS (> c.S) Any 144 (184) 18% 1.9 Bars Everyone [2] Easy 5K starter using Kamuriyuki into Shizuriyuki. Can go into a wallbreak.
5K > 6K > 214H > 623H > 236K > c.S*2 > 6H*2 Corner 215 18% 1.8 Bars Everyone but Nago & Pot [2] Easy Corner combo that deals over half-health of damage.
5K > 6K > 214H > 623H > 236K > c.S > 5K > 6H*2 Corner 202 18% 1.8 Bars Nagoriyuki, Potemkin [2] Easy Pot/Nago specific corner combo.
c.S/f.S Starters
Combo Position Damage Tension Gain Blood Gain Works on: Difficulty Notes
c.S > f.SS > 623H > 236K > 5K > c.S > 623H > 236K > 5K > c.S > f.SSS > 2H Back Corner 180 20% 2 Bars ? [2] Medium Close Slash combo that carries the opponent from corner to corner and causes a wallbreak.
c.S > f.SS > 623H > 236K > c.S*2 > 6H*2 Corner 190 18% 0.9 Bars ? [2] Easy Close Slash corner combo.
c.S > f.SS > 623H > 236K > 5K > c.S > 623H > 236K > 5K > 6K > 632146S Any 184 20% 1.8 Bars ? [2] Easy Close Slash combo with corner to corner carry and leads into Wasureyuki. Costs 50% Tension.
f.SS > 623H > 236K > 5K > 6H Any (Midscreen) 106 13% 1 Bar ? [2] Easy Far Slash starter. Good for when you're not in range for a close-ranged starter.
5H/2H Combos
Combo Position Damage Tension Gain Blood Gain Works on: Difficulty Notes
CH 5H > 214H > 623H > 236K > c.S > Delay 2S > 5H Any (Midscreen) 197 20% 1.7 Bars ? [2] Easy Punishing combo.
CH 5H > 623H > 236K > c.S*3 > 6K > 623H(2) > 236K > 6H/632146S Corner 260 (287) 23% 1.8 Bars ? [2] Easy Punisher combo in the corner. Can either end with 6H or Wasureyuki for more damage.
(BR) 5H > 632146H Any 266 ?% Exits BR ? [2] Easy Standard combo for deactivating Bloodrage.
(BR) CH 5H > RC > 5H > 632146H Corner 340 ?% Exits BR ? [2] Easy Punishing combo in Bloodrage that uses 100 Tension.
CH 2H > 236K > c.S > 2H > 236K > 6H Any 198 ?% ? Bars ? [1] Very Easy Standard anti-air combo.
CH 2H > 236K > c.S > 2H > 236K > 5K > c.S > 6H*2 Corner 273 ?% ? Bars ? [2] Easy Anti-air combo in the corner.
Jump-in Starters
Combo Position Damage Tension Gain Blood Gain Works on: Difficulty Notes
j.H > 5P > 623H > 236K > 5K*3 > 6H > 214H (> 6H) Any (Midscreen) 148 (194) ?% ? Bars ? [2] Easy Jump in combo.
Dust Combos
Combo Position Damage Tension Gain Blood Gain Works on: Difficulty Notes
5D(H).8 > j.S > j.D > JC > j.S > j.HH Any 204 ?% ? Bars ? [1] Very Easy Standard homing Dust combo.
Throw Combos
Combo Position Damage Tension Gain Blood Gain Works on: Difficulty Notes
6D > 66.RC > c.S > 623H > 236K > 5K > c.S > f.SSS Any 140 ?% ? Bars ? [1] Very Easy Standard throw combo that costs 50% Tension.
623P > dl66.RC > 5K > c.S > 623H > 236K > 5K > c.S > 6H*2 Midscreen 180 ?% ? Bars ? [2] Easy Combo off of Bloodsucking Universe. Costs 50% Tension.
623P > dl66.RC > (5K > c.S > 623H > 236K)*2 > 5K > c.S > f.SS > 236K > 6H Back Corner 168 ?% ? Bars ? [2] Easy Extended combo off of BU for style points. Costs 50% Tension.
These combos need a total DMG value on them
Combo Position Blood Gain
5K > 6K > 623H > 236K > 5K > c.S > 6H Midscreen Less than 1 bar
5K > 6K > 623H > 236K > 5K > c.S > 2H > 236K > 6H > 6H Corner carry, wallbreak 1 bar
5K > 6K > 214H > 623H > 236K > 5K > c.S > 623H > 236K > 5K > c.S > 6H Midscreen 2.5 bars

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