GGST/Zato-1/Combos: Difference between revisions

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< GGST‎ | Zato-1
(Added some combos to the combo list)
(→‎Combo List: I added a combo to the combo list. This one uses the hits of "Oppose" for a very high damage punish. It's the medium difficulty one in the 5H/2H section. I figured it belonged there because while it starts with 236H, the first hit of it is 2H, so I hope that's not a problem.)
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| |  ||  ||  ||  ||  || [2] {{clr|2|Easy}} ||
| |  ||  ||  ||  ||  || [2] {{clr|2|Easy}} ||
|-  
|-  
| | || || ||  ||  || [3] {{clr|3|Medium}} ||
| | {{clr|4|236H}} > {{clr|4|2H}} > {{clr|4|236H}} Hit x3 > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|632146H}} || Anywhere || 248 ||  ||  || [3] {{clr|3|Medium}} || Very high damage punish on jump-ins, but can be done completely on the ground if you manage to hit your opponent with {{clr|4|2H}}. If your opponent approaches from the air, it is preferable you do not get CH {{clr|4|2H}} after summoning Eddie for "Oppose" as the attacks of "Oppose" will likely miss as your opponent will be too high up. Look to punish the jump-in instead of countering it. That said, the combo will do 252 damage if CH {{clr|4|2H}} is the starter. Adding a {{clr|3|c.S}} before {{clr|3|2S}} will do less damage. If done in the corner, it will break the wall and do 279 damage (281 on CH {{clr|4|2H}}).
|-  
|-  
| | {{clr|4|2H}} > whiff {{clr|3|214[S]}} > {{clr|3|]S[}} > {{clr|4|2H}} > {{clr|3|c.S}} > {{clr|3|2[S]}} > {{clr|4|2[H]}} > slight delay {{clr|3|]S[}} > {{clr|4|2H}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|22H}} || Midscreen || 249 (non-CH) / 253 (CH) ||  ||  || [4] {{clr|4|Hard}} || When you have Oppose on top of you, and land an anti-air 2H
| | {{clr|4|2H}} > whiff {{clr|3|214[S]}} > {{clr|3|]S[}} > {{clr|4|2H}} > {{clr|3|c.S}} > {{clr|3|2[S]}} > {{clr|4|2[H]}} > slight delay {{clr|3|]S[}} > {{clr|4|2H}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|22H}} || Midscreen || 249 (non-CH) / 253 (CH) ||  ||  || [4] {{clr|4|Hard}} || When you have Oppose on top of you, and land an anti-air 2H

Revision as of 01:30, 6 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

Combo List

  • Currently, every damage value here has only been dealt to Ky.
  • During the frog loops with ]S[, 2H should connect in between the two hits of ]S[, and you will need to continually move Eddie forward to keep him behind the opponent.
5P/2P/5K/2K Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
2Px3 Anywhere 38 [1] Very Easy More or less hits possible, depending on range and dash momentum
[2] Easy
[3] Medium
2Px3 > RRC > 214H > 2[S] > slight delay ]S[ > 2H > c.S > 2[S] > 2[H] > slight delay ]S[ > 2H > c.S > 2S > 2H > 22H Midscreen 95 [4] Hard Does not work if the final 2P was done at max range
2Px3 > RRC > 214H > 2[S] > slight delay ]S[ > 2H > c.S > 2[S] > 2[H] > ]S[ Back to corner 127 [4] Hard Same as the last combo, but doing ]S[ immediately after 2H sends the opponent behind you, breaking the wall
[5] Very Hard
c.S/f.S Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard
5H/2H Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
[2] Easy
236H > 2H > 236H Hit x3 > 2S > 2H > 632146H Anywhere 248 [3] Medium Very high damage punish on jump-ins, but can be done completely on the ground if you manage to hit your opponent with 2H. If your opponent approaches from the air, it is preferable you do not get CH 2H after summoning Eddie for "Oppose" as the attacks of "Oppose" will likely miss as your opponent will be too high up. Look to punish the jump-in instead of countering it. That said, the combo will do 252 damage if CH 2H is the starter. Adding a c.S before 2S will do less damage. If done in the corner, it will break the wall and do 279 damage (281 on CH 2H).
2H > whiff 214[S] > ]S[ > 2H > c.S > 2[S] > 2[H] > slight delay ]S[ > 2H > c.S > 2S > 2H > 22H Midscreen 249 (non-CH) / 253 (CH) [4] Hard When you have Oppose on top of you, and land an anti-air 2H
CH 2H > 214H > 2[H] > ]S[ > 2H > c.S > 2[S] > 2[H] > slight delay ]S[ > 2H > c.S > 2S > 2H > 22H Midscreen 253 [4] Hard If the opponent is on the edge of the first 2H's range, you can replace the second 2H with 2S for more consistency at the cost of 13 damage.
[5] Very Hard
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 Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
[2] Easy
5[D] > 8 > j.S > j.D > j.S > 44 > slight delay j.H > j.Sx2 Anywhere 176 [3] Medium
[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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