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==Combo Theory== | |||
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Revision as of 22:36, 14 July 2021
Combo Notation Guide | Character Name Abbreviations | |||||||||
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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.
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 | ||
5Px2 > 214S | Anywhere (requires dash momentum) | 44 | [2] Easy | -5 on hit. Amazing. Pretty pointless. | ||
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 |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
6P > 214H | Anti-air | [2] Very Easy | Barely counts as an actual combo, but if you're comfortable with summoning in neutral, this is the only thing you can get off of normal hit 6P | |||
CH 6P > 22H | Anywhere | [1] Very Easy | This is it, this is the best reward you can hope for off of 6P without spending meter | |||
6P > RRC > 2H > 236S > c.[S] > 2[H] > ]S[ > dash > c.[S] > 2[H] > ]S[ | Corner | 195 | [2] Easy | Typical leap loop off of 6P RC |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
c.S > f.S(1) > 5H > 22H | Midscreen | 94 | ~17% | All | [1] Very Easy | Decent combo that gives a soft knockdown, allowing for a summon, in the corner you're probably better off going for a leap loop, but midscreen this is a solid solo option |
c.S > 2H > 236S > c.[S] > 2[H] > ]S[ > dash > c.[S] > 2[H] > ]S[ | Corner | 232 | ~30% + Wallbreak | All | [2] Easy | A simple leap loop off of c.S, one of the higher damage normal hit meterless combos in the game |
[3] Medium | ||||||
[4] Hard | ||||||
[5] Very Hard |
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 |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
j.H > 2K > 2D > (2HH / 214H) | Anywhere | 72 (214H) / 84 (2HH) | [1] Very Easy | Simple solid jump in combo, flight can be used to delay your landing time to bait out anti-airs | ||
[2] Easy | ||||||
[3] Medium | ||||||
[4] Hard | ||||||
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
[1] Very Easy | ||||||
5[D] > 8 > j.H > j.D > j.S > 44 > long delay j.H > j.Dx2 | Anywhere | 190 | Everyone | [2] Easy | Delay timing on second j.H changes based on weight class. | |
[3] Medium | ||||||
[4] Hard | ||||||
[5] Very Hard |
Combo | Position | Works on: | Difficulty | Notes | |||
---|---|---|---|---|---|---|---|
[1] Very Easy | |||||||
[2] Easy | |||||||
[3] Medium | |||||||
[4] Hard | |||||||
[5] Very Hard |