GGST/Zato-1/Combos

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< GGST‎ | Zato-1
Revision as of 20:47, 1 July 2021 by Quotie Pie (talk | contribs) (Added some combos to the combo list)


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
[3] Medium
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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