GGST/Nagoriyuki/Combos

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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
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.
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.
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.
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.
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.
CH AA 6P > 623H (1) > 236K, c.S > f.SSS Any 130 25% 1.0 Any [2] Easy
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
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.

S Starters

Combo Position Damage Tension Gain Blood Gain Works on: Difficulty Notes
f.SSS Any 58 14% -0.7 Everyone [1] Very Easy Don't sleep on the basics. Important poke conversion to manage the Blood Guage.
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.
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.
(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.

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
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 6H > 214H, c.S > f.SSS WS, c.S Near Corner 232 40% 0.3 Everyone [2] Easy
CH 6H > 623H > 236K > c.S > c.S* > 5D > 5K > 6H WS > 236K > 632146S Corner 301 -40% 0.9 AX,CH,AN,FA,LE,NA,PO,ZT [3] Medium 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.
CH 5H > 214H > 623H (1) > 236K, c.S > f.SSS WS, 6H/c.S Midscreen 236 41% 1.9 Everyone [3] Medium
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.
(BR) 5H > 632146H Any 266 -50% Exits BR Everyone [2] Easy Standard combo for deactivating Blood Rage.

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.
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
5[D].8 > Delay j.H > j.D > jc > j.K > j.S > j.HH Any 198 (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.
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.
[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.
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.
[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.
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.

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