|
|
Line 50: |
Line 50: |
| **Example: {{ComboText|{{clr|#1ba6ff|5K}} > {{clr|#d96aca|214P}}}} | | **Example: {{ComboText|{{clr|#1ba6ff|5K}} > {{clr|#d96aca|214P}}}} |
| <!--#endregion character specific notation --> | | <!--#endregion character specific notation --> |
|
| |
| ==Combo Theory==
| |
| <!--
| |
| Success with Bridget requires creativity and improvisation.
| |
| Often you will be hitting opponents in all sorts of weird angles and positions
| |
| and converting these stray hits into damage and oki
| |
| is a big part of playing the character.
| |
| For this reason, it is important
| |
| to have an understanding of her combo theory,
| |
| so that you can make your own combos on the fly.
| |
| The combos on this page all have practical use cases and applications,
| |
| but will also help to teach you useful concepts and ideas.
| |
| -->
| |
| In general, bedman is less combo dependent than other characters. He relies on errors and on-the-fly strings for most of his pressure.
| |
|
| |
| Bedman certainly has BnBs, but on-the-fly conversions & mixups will take you far.
| |
|
| |
| <!--#region combo theory-->
| |
| <!-- #region general combo concepts tabber -->
| |
| <tabber>
| |
| f.S/2S into 2H=
| |
| <!--#region combo theory f.S/2S into 2H card -->
| |
| {{card
| |
| |header={{clr|#16df53|f.S}}/{{clr|#16df53|2S}} > {{clr|#ff0000|2H}}
| |
| |content=
| |
| There's a distance where {{clr|#16df53|f.S}}/{{clr|#16df53|2S}} into {{clr|#ff0000|2H}} will not combo.
| |
| Identifying this distance is important.
| |
|
| |
| If your opponent is crouching, the distance at which {{clr|#ff0000|2H}} connects is much further due to the added 2 frames of hitstun on crouching enemies.
| |
|
| |
| An alternative is to hit confirm into {{clr|#16df53|236S}}.
| |
| the range at which {{clr|#ff0000|2H}} may not work, may allow {{clr|#16df53|236S}} since it's significantly faster.
| |
| }}
| |
| <!--#endregion combo theory f.S/2S into 2H card -->
| |
| |-|
| |
| Going for 236S or 236H=
| |
| <!--#region combo theory 236S vs 236H card -->
| |
| {{card
| |
| |header=Going for {{clr|S|236S}} or {{clr|H|236H}}
| |
| |content=
| |
| usually {{clr|#ff0000|236H}} is preferred due to the damage and hard knockdown.
| |
| {{clr|#ff0000|236H}} is generally more difficult to route to; {{clr|#16df53|236S}} works in more situations.
| |
|
| |
| {{clr|#16df53|236S}} is certainly not bad, but the error is prone to weaker set-ups, especially at midscreen.
| |
| }}
| |
| <!--#endregion combo theory 236S vs 236H card -->
| |
| |-|
| |
| 5K replacing c.S in combos=
| |
| <!--#region combo theory 5K vs c.S card -->
| |
| {{card
| |
| |header= {{clr|K|5K}} replacing {{clr|S|c.S}}
| |
| |content=
| |
| a lot of combos go from {{clr|#16df53|c.S}} to {{clr|#ff0000|236H}}/{{clr|#16df53|236S}}.
| |
| {{clr|#16df53|c.S}} is a proximity normal so it can be difficult to judge or execute.
| |
| {{clr|#1ba6ff|5K}} is a great safe substitute.
| |
| }}
| |
| <!--#endregion combo theory 5K vs c.S card -->
| |
| |-|
| |
| Using Shadow Ball=
| |
| <!--#region combo theory using shadow ball card -->
| |
| {{card
| |
| |header= Shadow Ball (call 4CC)({{clr|H|6246H}})
| |
| |content=
| |
| Shadow Ball is very versatile and can be added to many normals.
| |
| It goes without saying that it can be used on wall splat, unless the opponent is very high up.
| |
| }}
| |
| <!--#endregion combo theory using shadow ball card -->
| |
| |-|
| |
| Using Install=
| |
| <!--#region combo theory using install card -->
| |
| {{card
| |
| |header = Install (call 13C)({{clr|S|6246S}})
| |
| |content =
| |
| the main way to insert install into combos is through
| |
| * {{clr|#ff0000|2H}},
| |
| * AA {{clr|#1ba6ff|5K}}/cs,
| |
| * {{clr|#ff0000|6H}}.
| |
|
| |
| install combos are not terribly strong unless an error is already stored.
| |
| But it can still make strong setups.
| |
| Install combos tend to be tricky to get value out of.
| |
| But the combos can be pushed very far in certain situations.
| |
| }}
| |
| <!--#endregion combo theory using install card -->
| |
| |-|
| |
| 5H > 236H in the corner=
| |
| <!--#region combo theory 5H > 236H in the corner card -->
| |
| {{card
| |
| |header=Using {{clr|#ff0000|5H}} > {{clr|#ff0000|236H}} in the corner
| |
| |content=
| |
| <code>{{clr|#ff0000|5H}} > {{clr|#ff0000|236H}}</code> is a great tool for popping the opponent into the air.
| |
| {{clr|#ff0000|5H}} has surprisingly good range. There are a lot of options after {{clr|#ff0000|236H}}, feel free to experiment.
| |
| }}
| |
| <!--#endregion combo theory 5H > 236H in the corner card -->
| |
| </tabber>
| |
| <!-- #endregion general combo concepts tabber -->
| |
| ===Error integration into combos and confirms===
| |
| Error is a very dynamic mechanic and it's possible to do '''many''' different things with it.
| |
|
| |
| The examples here are common situations to find yourself in.
| |
| however, getting a feel for the timings will be more useful than memorizing these examples.
| |
|
| |
|
| |
| ====Integrating {{clr|#d96aca|214P}} (call 0x$0.20) into combos====
| |
| <!--#region 214P integration -->
| |
| <!--#region 214P integration description -->
| |
| The general mind-set is that letting errors automatically activate is stronger than using {{clr|#d96aca|214P}}, because {{clr|#d96aca|214P}} has an animation.
| |
|
| |
| However, you might need to use {{clr|#d96aca|214P}} because the error simply isn't ready.
| |
| <!--#endregion 214P integration description -->
| |
| <tabber>
| |
| 214P with laser(!P)=
| |
| <!--#region !P 214P combo table-->
| |
| {| class="wikitable sortable"
| |
| {{GGST-ComboTableHeader}}
| |
| |-
| |
| {{GGST-ComboTableRow
| |
| |combo = {{clr|#ff0000|2H}} > {{clr|#d96aca|214P}}({{clr|#d96aca|!P}}) > {{clr|#16df53|236S}}
| |
| |position = anywhere
| |
| |damage =
| |
| |worksOn = everyone
| |
| |difficulty = {{clr|#1ba6ff|Easy}}
| |
| |tensionGain =
| |
| |notes = laser has a small launch against airborne opponents. you getd a small extension off of {{clr|#ff0000|2H}} before going into {{clr|#16df53|236S}}.
| |
| |recipePC =
| |
| |checkedVersion =
| |
| }}
| |
| |-
| |
| {{GGST-ComboTableRow
| |
| |combo = {{clr|#1ba6ff|jK}}/{{clr|#e8982c|j.D}} > {{clr|#d96aca|214P}}({{clr|#d96aca|!P}}) > {{clr|#1ba6ff|2K}} > {{clr|#16df53|236S}}
| |
| |position = anywhere
| |
| |damage =
| |
| |worksOn = everyone
| |
| |difficulty =
| |
| |tensionGain =
| |
| |notes = it's possible to link {{clr|#1ba6ff|2K}}/{{clr|#d96aca|2P}} after {{clr|#e8982c|j.D}}/{{clr|#1ba6ff|jK}} using {{clr|#d96aca|214P}}
| |
| |recipePC =
| |
| |checkedVersion =
| |
| }}
| |
| |-
| |
| {{GGST-ComboTableRow
| |
| |combo = {{clr|#d96aca|j.P}} > {{clr|#d96aca|j.P}} > {{clr|#d96aca|j.P}} > {{clr|#d96aca|j214P}}({{clr|#d96aca|!P}}) > {{clr|#16df53|j236S}}
| |
| |position = anywhere
| |
| |damage =
| |
| |worksOn = everyone
| |
| |difficulty =
| |
| |tensionGain =
| |
| |notes = you can add a little more damage with confirms.
| |
| |recipePC =
| |
| |checkedVersion =
| |
| }}
| |
| |-
| |
| {{GGST-ComboTableRow
| |
| |combo = {{clr|#ff0000|5H}} > {{clr|#d96aca|214P}}({{clr|#d96aca|!P}}) > {{clr|#ff0000|5H}} > {{clr|#ff0000|236H}} > 66 > {{clr|#ff0000|5H}} > {{clr|#ff0000|236H}} > 66 > {{clr|#ff0000|5H}}
| |
| |position = corner
| |
| |damage =
| |
| |worksOn = everyone
| |
| |difficulty =
| |
| |tensionGain =
| |
| |notes = the launch of laser with the range of {{clr|#ff0000|5H}} makes laser pressure in the corner pretty strong and rewarding.
| |
| |recipePC =
| |
| |checkedVersion =
| |
| }}
| |
| |-
| |
| {{GGST-ComboTableRow
| |
| |combo = {{clr|#ff0000|6H}} > {{clr|#d96aca|214P}}({{clr|#d96aca|!P}}) > {{clr|#ff0000|2H}} > {{clr|#16df53|236S}}
| |
| |position = back corner
| |
| |damage =
| |
| |worksOn =
| |
| |difficulty =
| |
| |tensionGain =
| |
| |notes = {{clr|#d96aca|214P}}({{clr|#d96aca|!P}}) allows {{clr|#ff0000|6H}} to connect to {{clr|#ff0000|2H}}
| |
| |recipePC =
| |
| |checkedVersion =
| |
| }}
| |
| |}
| |
| <!--#endregion !P 214P combo table-->
| |
| |-|
| |
| 214P with chain explosion(!S)=
| |
| <!--#region !S 214P combo table -->
| |
| {| class="wikitable sortable"
| |
| {{GGST-ComboTableHeader}}
| |
| |-
| |
| {{GGST-ComboTableRow
| |
| |combo = {{clr|#ff0000|2H}} > {{clr|#d96aca|214P}}({{clr|#16df53|!S}}) > 66 > {{clr|#1ba6ff|5K}} > {{clr|#16df53|236S}}/{{clr|#ff0000|236H}}
| |
| |position = anywhere
| |
| |damage =
| |
| |worksOn = everyone
| |
| |difficulty =
| |
| |tensionGain =
| |
| |notes = weak damage, but lots of corner carry if you call out backdash with {{clr|#ff0000|2H}}.
| |
| |recipePC =
| |
| |checkedVersion =
| |
| }}
| |
| |-
| |
| {{GGST-ComboTableRow
| |
| |combo = {{clr|#ff0000|6H}} > {{clr|#d96aca|214P}}({{clr|#16df53|!S}}) > {{clr|#ff0000|2H}} > {{clr|#16df53|236S}}
| |
| |position = anywhere
| |
| |damage =
| |
| |worksOn = everyone
| |
| |difficulty =
| |
| |tensionGain =
| |
| |notes = chain explosion combos after {{clr|#ff0000|6H}}. But relying on {{clr|#ff0000|6H}} is generally not a great idea. The reward is weak due to the pushback of {{clr|#ff0000|6H}}.
| |
| |recipePC =
| |
| |checkedVersion =
| |
| }}
| |
| |-
| |
| {{GGST-ComboTableRow
| |
| |combo = {{clr|#ff0000|5H}} > {{clr|#d96aca|214P}}({{clr|#16df53|!S}}) > 66 > {{clr|#16df53|c.S}} > {{clr|#16df53|f.S}} > {{clr|#ff0000|5H}} > {{clr|#ff0000|236H}} > 66 > {{clr|#ff0000|5H}}
| |
| |position = midscreen
| |
| |damage =
| |
| |worksOn = everyone
| |
| |difficulty =
| |
| |tensionGain =
| |
| |notes = corner carry. similar to laser, {{clr|#ff0000|5H}} plays very well near the corner with this error.
| |
| |recipePC =
| |
| |checkedVersion =
| |
| }}
| |
| |}
| |
| <!--#endregion !S 214P combo table -->
| |
| |-|
| |
| 214P with bomb(!H)=
| |
| {{Note|Note: Bomb is perhaps the most difficult error to use with {{clr|#d96aca|214P}} due to its slow start-up. You will need special counter hits to actually confirm into it.|level=2}}
| |
| <!--#region combo theory 214P with bomb combo table -->
| |
| {| class="wikitable sortable"
| |
| {{GGST-ComboTableHeader}}
| |
| |-
| |
| {{GGST-ComboTableRow
| |
| |combo = CH {{clr|#ff0000|6H}} > {{clr|#d96aca|214P}}({{clr|#ff0000|!H}}) > 66 > {{clr|#16df53|c.S}} > {{clr|#16df53|c.S}} > {{clr|#16df53|2S}} > {{clr|#ff0000|2H}} > {{clr|#ff0000|236H}}/{{clr|#16df53|236S}}
| |
| |position = anywhere
| |
| |damage =
| |
| |worksOn = everyone
| |
| |difficulty = {{clr|#ff0000|Hard}}
| |
| |tensionGain =
| |
| |notes =
| |
| |recipePC =
| |
| |checkedVersion =
| |
| }}
| |
| |-
| |
| {{GGST-ComboTableRow
| |
| |combo = CH {{clr|#ff0000|5H}} > {{clr|#d96aca|214P}}({{clr|#ff0000|!H}}) > 66 > {{clr|#16df53|c.S}} > {{clr|#16df53|c.S}} > {{clr|#16df53|f.S}} > {{clr|#ff0000|5H}} > {{clr|#ff0000|236H}} > 66 > {{clr|#ff0000|5H}}
| |
| |position = corner
| |
| |damage =
| |
| |worksOn = everyone
| |
| |difficulty = {{clr|#ff0000|Hard}}
| |
| |tensionGain =
| |
| |notes =
| |
| |recipePC =
| |
| |checkedVersion =
| |
| }}
| |
| |}
| |
| <!--#endregion combo theory 214P with bomb combo table -->
| |
| </tabber>
| |
| <!--#endregion 214P integration -->
| |
| ====Using Auto Fired Errors in Combos====
| |
| <!--#region auto fired error integration -->
| |
| <!--#region combo theory auto fired errors card -->
| |
| These combos are '''highly variable''' depending on the situation.
| |
| I highly encourage you to find your own setups and make your own conversions on the fly.
| |
| <!--#endregion combo theory auto fired errors card -->
| |
| <tabber>
| |
| Auto fired laser(!P)=
| |
| todo
| |
| |-|
| |
| Auto fired chain explosion(!S)=
| |
| todo
| |
| |-|
| |
| Auto fired bomb(!H)=
| |
| todo
| |
| </tabber>
| |
| <!--#endregion auto fired error integration -->
| |
| <!--#endregion combo theory-->
| |
|
| |
|
| <!--#region main combo section --> | | <!--#region main combo section --> |
|
| |
| ==Basic Combos== | | ==Basic Combos== |
| <!--#region Basic Combos --> | | <!--#region Basic Combos --> |
Line 511: |
Line 238: |
|
| |
|
| ==Core Combos== | | ==Core Combos== |
| | <!--#region Core Combos--> |
| <br>{{CoreComboDef}} | | <br>{{CoreComboDef}} |
| <!--#region Core Combos-->
| |
| ===Anywhere Core Combos=== | | ===Anywhere Core Combos=== |
| These combos can be used anywhere. | | These combos can be used anywhere. |
Line 721: |
Line 448: |
| <tabber> | | <tabber> |
| S Starters= | | S Starters= |
| <!-- #region Corner c.S BnB -->
| | <!-- #region Corner c.S BnB --> |
| {{TheoryBox
| | {{TheoryBox |
| | Title = Corner {{clr|#16df53|c.S}} BnB
| | | Title = Corner {{clr|#16df53|c.S}} BnB |
| | Oneliner = Standard corner combo from {{clr|#16df53|c.S}}
| | | Oneliner = Standard corner combo from {{clr|#16df53|c.S}} |
| | Difficulty = {{clr|#16df53|Medium}}
| | | Difficulty = {{clr|#16df53|Medium}} |
| | Anchor =
| | | Anchor = |
| | Video =
| | | Video = |
| | Size =
| | | Size = |
| | Recipe = {{clr|#16df53|c.S}} > {{clr|#ff0000|5H}} > {{clr|#ff0000|236H}} > 66 > {{clr|#16df53|c.S}} > {{clr|#ff0000|5H}} > {{clr|#ff0000|236H}} > 66 > {{clr|#ff0000|5H}}
| | | Recipe = {{clr|#16df53|c.S}} > {{clr|#ff0000|5H}} > {{clr|#ff0000|236H}} > 66 > {{clr|#16df53|c.S}} > {{clr|#ff0000|5H}} > {{clr|#ff0000|236H}} > 66 > {{clr|#ff0000|5H}} |
| | content =
| | | content = |
| Can omit the second {{clr|#16df53|c.S}} to avoid wallbreak.
| | Can omit the second {{clr|#16df53|c.S}} to avoid wallbreak. |
| {{clr|#ff0000|5H}} is a great tool for the corner due to the wall bounce.
| | {{clr|#ff0000|5H}} is a great tool for the corner due to the wall bounce. |
| }}
| | }} |
| <!--#endregion Corner c.S BnB -->
| | <!--#endregion Corner c.S BnB --> |
| <!-- #region f.S/2S Corner bnb -->
| | <!-- #region f.S/2S Corner bnb --> |
| {{TheoryBox | | {{TheoryBox |
| | Title = Corner {{clr|#16df53|f.S}}/{{clr|#16df53|2S}} BnB | | | Title = Corner {{clr|#16df53|f.S}}/{{clr|#16df53|2S}} BnB |
Line 888: |
Line 615: |
| <!--#endregion corner core combos --> | | <!--#endregion corner core combos --> |
| <!--#endregion Core Combos--> | | <!--#endregion Core Combos--> |
| | |
| | ==Combo Theory== |
| | <!-- |
| | Success with Bridget requires creativity and improvisation. |
| | Often you will be hitting opponents in all sorts of weird angles and positions |
| | and converting these stray hits into damage and oki |
| | is a big part of playing the character. |
| | For this reason, it is important |
| | to have an understanding of her combo theory, |
| | so that you can make your own combos on the fly. |
| | The combos on this page all have practical use cases and applications, |
| | but will also help to teach you useful concepts and ideas. |
| | --> |
| | In general, bedman is less combo dependent than other characters. He relies on errors and on-the-fly strings for most of his pressure. |
| | |
| | Bedman certainly has BnBs, but on-the-fly conversions & mixups will take you far. |
| | <!--#region combo theory--> |
| | <!-- #region general combo concepts tabber --> |
| | <tabber> |
| | f.S/2S into 2H= |
| | <!--#region combo theory f.S/2S into 2H card --> |
| | {{card |
| | |header={{clr|#16df53|f.S}}/{{clr|#16df53|2S}} > {{clr|#ff0000|2H}} |
| | |content= |
| | There's a distance where {{clr|#16df53|f.S}}/{{clr|#16df53|2S}} into {{clr|#ff0000|2H}} will not combo. |
| | Identifying this distance is important. |
| | |
| | If your opponent is crouching, the distance at which {{clr|#ff0000|2H}} connects is much further due to the added 2 frames of hitstun on crouching enemies. |
| | |
| | An alternative is to hit confirm into {{clr|#16df53|236S}}. |
| | the range at which {{clr|#ff0000|2H}} may not work, may allow {{clr|#16df53|236S}} since it's significantly faster. |
| | }} |
| | <!--#endregion combo theory f.S/2S into 2H card --> |
| | |-| |
| | Going for 236S or 236H= |
| | <!--#region combo theory 236S vs 236H card --> |
| | {{card |
| | |header=Going for {{clr|S|236S}} or {{clr|H|236H}} |
| | |content= |
| | usually {{clr|#ff0000|236H}} is preferred due to the damage and hard knockdown. |
| | {{clr|#ff0000|236H}} is generally more difficult to route to; {{clr|#16df53|236S}} works in more situations. |
| | |
| | {{clr|#16df53|236S}} is certainly not bad, but the error is prone to weaker set-ups, especially at midscreen. |
| | }} |
| | <!--#endregion combo theory 236S vs 236H card --> |
| | |-| |
| | 5K replacing c.S in combos= |
| | <!--#region combo theory 5K vs c.S card --> |
| | {{card |
| | |header= {{clr|K|5K}} replacing {{clr|S|c.S}} |
| | |content= |
| | a lot of combos go from {{clr|#16df53|c.S}} to {{clr|#ff0000|236H}}/{{clr|#16df53|236S}}. |
| | {{clr|#16df53|c.S}} is a proximity normal so it can be difficult to judge or execute. |
| | {{clr|#1ba6ff|5K}} is a great safe substitute. |
| | }} |
| | <!--#endregion combo theory 5K vs c.S card --> |
| | |-| |
| | Using Shadow Ball= |
| | <!--#region combo theory using shadow ball card --> |
| | {{card |
| | |header= Shadow Ball (call 4CC)({{clr|H|6246H}}) |
| | |content= |
| | Shadow Ball is very versatile and can be added to many normals. |
| | It goes without saying that it can be used on wall splat, unless the opponent is very high up. |
| | }} |
| | <!--#endregion combo theory using shadow ball card --> |
| | |-| |
| | Using Install= |
| | <!--#region combo theory using install card --> |
| | {{card |
| | |header = Install (call 13C)({{clr|S|6246S}}) |
| | |content = |
| | the main way to insert install into combos is through |
| | * {{clr|#ff0000|2H}}, |
| | * AA {{clr|#1ba6ff|5K}}/cs, |
| | * {{clr|#ff0000|6H}}. |
| | |
| | install combos are not terribly strong unless an error is already stored. |
| | But it can still make strong setups. |
| | Install combos tend to be tricky to get value out of. |
| | But the combos can be pushed very far in certain situations. |
| | }} |
| | <!--#endregion combo theory using install card --> |
| | |-| |
| | 5H > 236H in the corner= |
| | <!--#region combo theory 5H > 236H in the corner card --> |
| | {{card |
| | |header=Using {{clr|#ff0000|5H}} > {{clr|#ff0000|236H}} in the corner |
| | |content= |
| | <code>{{clr|#ff0000|5H}} > {{clr|#ff0000|236H}}</code> is a great tool for popping the opponent into the air. |
| | {{clr|#ff0000|5H}} has surprisingly good range. There are a lot of options after {{clr|#ff0000|236H}}, feel free to experiment. |
| | }} |
| | <!--#endregion combo theory 5H > 236H in the corner card --> |
| | </tabber> |
| | <!-- #endregion general combo concepts tabber --> |
| | |
| | ===Error integration into combos and confirms=== |
| | Error is a very dynamic mechanic and it's possible to do '''many''' different things with it. |
| | |
| | The examples here are common situations to find yourself in. |
| | however, getting a feel for the timings will be more useful than memorizing these examples. |
| | |
| | ====Integrating {{clr|#d96aca|214P}} (call 0x$0.20) into combos==== |
| | <!--#region 214P integration --> |
| | <!--#region 214P integration description --> |
| | The general mind-set is that letting errors automatically activate is stronger than using {{clr|#d96aca|214P}}, because {{clr|#d96aca|214P}} has an animation. |
| | |
| | However, you might need to use {{clr|#d96aca|214P}} because the error simply isn't ready. |
| | <!--#endregion 214P integration description --> |
| | <tabber> |
| | 214P with laser(!P)= |
| | <!--#region !P 214P combo table--> |
| | {| class="wikitable sortable" |
| | {{GGST-ComboTableHeader}} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|#ff0000|2H}} > {{clr|#d96aca|214P}}({{clr|#d96aca|!P}}) > {{clr|#16df53|236S}} |
| | |position = anywhere |
| | |damage = |
| | |worksOn = everyone |
| | |difficulty = {{clr|#1ba6ff|Easy}} |
| | |tensionGain = |
| | |notes = laser has a small launch against airborne opponents. you getd a small extension off of {{clr|#ff0000|2H}} before going into {{clr|#16df53|236S}}. |
| | |recipePC = |
| | |checkedVersion = |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|#1ba6ff|jK}}/{{clr|#e8982c|j.D}} > {{clr|#d96aca|214P}}({{clr|#d96aca|!P}}) > {{clr|#1ba6ff|2K}} > {{clr|#16df53|236S}} |
| | |position = anywhere |
| | |damage = |
| | |worksOn = everyone |
| | |difficulty = |
| | |tensionGain = |
| | |notes = it's possible to link {{clr|#1ba6ff|2K}}/{{clr|#d96aca|2P}} after {{clr|#e8982c|j.D}}/{{clr|#1ba6ff|jK}} using {{clr|#d96aca|214P}} |
| | |recipePC = |
| | |checkedVersion = |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|#d96aca|j.P}} > {{clr|#d96aca|j.P}} > {{clr|#d96aca|j.P}} > {{clr|#d96aca|j214P}}({{clr|#d96aca|!P}}) > {{clr|#16df53|j236S}} |
| | |position = anywhere |
| | |damage = |
| | |worksOn = everyone |
| | |difficulty = |
| | |tensionGain = |
| | |notes = you can add a little more damage with confirms. |
| | |recipePC = |
| | |checkedVersion = |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|#ff0000|5H}} > {{clr|#d96aca|214P}}({{clr|#d96aca|!P}}) > {{clr|#ff0000|5H}} > {{clr|#ff0000|236H}} > 66 > {{clr|#ff0000|5H}} > {{clr|#ff0000|236H}} > 66 > {{clr|#ff0000|5H}} |
| | |position = corner |
| | |damage = |
| | |worksOn = everyone |
| | |difficulty = |
| | |tensionGain = |
| | |notes = the launch of laser with the range of {{clr|#ff0000|5H}} makes laser pressure in the corner pretty strong and rewarding. |
| | |recipePC = |
| | |checkedVersion = |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|#ff0000|6H}} > {{clr|#d96aca|214P}}({{clr|#d96aca|!P}}) > {{clr|#ff0000|2H}} > {{clr|#16df53|236S}} |
| | |position = back corner |
| | |damage = |
| | |worksOn = |
| | |difficulty = |
| | |tensionGain = |
| | |notes = {{clr|#d96aca|214P}}({{clr|#d96aca|!P}}) allows {{clr|#ff0000|6H}} to connect to {{clr|#ff0000|2H}} |
| | |recipePC = |
| | |checkedVersion = |
| | }} |
| | |} |
| | <!--#endregion !P 214P combo table--> |
| | |-| |
| | 214P with chain explosion(!S)= |
| | <!--#region !S 214P combo table --> |
| | {| class="wikitable sortable" |
| | {{GGST-ComboTableHeader}} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|#ff0000|2H}} > {{clr|#d96aca|214P}}({{clr|#16df53|!S}}) > 66 > {{clr|#1ba6ff|5K}} > {{clr|#16df53|236S}}/{{clr|#ff0000|236H}} |
| | |position = anywhere |
| | |damage = |
| | |worksOn = everyone |
| | |difficulty = |
| | |tensionGain = |
| | |notes = weak damage, but lots of corner carry if you call out backdash with {{clr|#ff0000|2H}}. |
| | |recipePC = |
| | |checkedVersion = |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|#ff0000|6H}} > {{clr|#d96aca|214P}}({{clr|#16df53|!S}}) > {{clr|#ff0000|2H}} > {{clr|#16df53|236S}} |
| | |position = anywhere |
| | |damage = |
| | |worksOn = everyone |
| | |difficulty = |
| | |tensionGain = |
| | |notes = chain explosion combos after {{clr|#ff0000|6H}}. But relying on {{clr|#ff0000|6H}} is generally not a great idea. The reward is weak due to the pushback of {{clr|#ff0000|6H}}. |
| | |recipePC = |
| | |checkedVersion = |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|#ff0000|5H}} > {{clr|#d96aca|214P}}({{clr|#16df53|!S}}) > 66 > {{clr|#16df53|c.S}} > {{clr|#16df53|f.S}} > {{clr|#ff0000|5H}} > {{clr|#ff0000|236H}} > 66 > {{clr|#ff0000|5H}} |
| | |position = midscreen |
| | |damage = |
| | |worksOn = everyone |
| | |difficulty = |
| | |tensionGain = |
| | |notes = corner carry. similar to laser, {{clr|#ff0000|5H}} plays very well near the corner with this error. |
| | |recipePC = |
| | |checkedVersion = |
| | }} |
| | |} |
| | <!--#endregion !S 214P combo table --> |
| | |-| |
| | 214P with bomb(!H)= |
| | {{Note|Note: Bomb is perhaps the most difficult error to use with {{clr|#d96aca|214P}} due to its slow start-up. You will need special counter hits to actually confirm into it.|level=2}} |
| | <!--#region combo theory 214P with bomb combo table --> |
| | {| class="wikitable sortable" |
| | {{GGST-ComboTableHeader}} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = CH {{clr|#ff0000|6H}} > {{clr|#d96aca|214P}}({{clr|#ff0000|!H}}) > 66 > {{clr|#16df53|c.S}} > {{clr|#16df53|c.S}} > {{clr|#16df53|2S}} > {{clr|#ff0000|2H}} > {{clr|#ff0000|236H}}/{{clr|#16df53|236S}} |
| | |position = anywhere |
| | |damage = |
| | |worksOn = everyone |
| | |difficulty = {{clr|#ff0000|Hard}} |
| | |tensionGain = |
| | |notes = |
| | |recipePC = |
| | |checkedVersion = |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = CH {{clr|#ff0000|5H}} > {{clr|#d96aca|214P}}({{clr|#ff0000|!H}}) > 66 > {{clr|#16df53|c.S}} > {{clr|#16df53|c.S}} > {{clr|#16df53|f.S}} > {{clr|#ff0000|5H}} > {{clr|#ff0000|236H}} > 66 > {{clr|#ff0000|5H}} |
| | |position = corner |
| | |damage = |
| | |worksOn = everyone |
| | |difficulty = {{clr|#ff0000|Hard}} |
| | |tensionGain = |
| | |notes = |
| | |recipePC = |
| | |checkedVersion = |
| | }} |
| | |} |
| | <!--#endregion combo theory 214P with bomb combo table --> |
| | </tabber> |
| | <!--#endregion 214P integration --> |
| | ====Using Auto Fired Errors in Combos==== |
| | <!--#region auto fired error integration --> |
| | <!--#region combo theory auto fired errors card --> |
| | These combos are '''highly variable''' depending on the situation. |
| | It is highly encouraged to find your own setups and make your own conversions on the fly. |
| | |
| | On throws: |
| | * While holding !P, 214K into throw aligns !P with the throw animation. |
| | * !S is the least versatile due to it's start up and the nature of 236S. Most throw routes depend on RC or 214K |
| | * !H times really well with basic throw setups. |
| | <!--#endregion combo theory auto fired errors card --> |
| | <tabber> |
| | Auto fired laser(!P)= |
| | <!--#region auto !P combo table--> |
| | {| class="wikitable sortable" |
| | {{GGST-ComboTableHeader}} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo=2H > !P > 236H |
| | |position=Anywhere |
| | |damage= |
| | |worksOn=Everyone |
| | |difficulty=medium |
| | |tensionGain= |
| | |notes=When !P is about to fire during 2H, good timing can score a 236H knockdown. |
| | |recipePC= |
| | |checkedVersion= |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo=AA 5P > 66 > c.S > 9 > j.K/j.S > hover > 6 > FD brake > !P > 5K > 236H |
| | |position= anywhere |
| | |damage= |
| | |worksOn= |
| | |difficulty= very hard |
| | |tensionGain= |
| | |notes=flexible air route from 5P. There's lots of ways to alter this route and get similar results. |
| | |recipePC= |
| | |checkedVersion= |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo=AA 5P > 66 > c.S > 5K > !P > 66 > 5K > 236H |
| | |position=anywhere |
| | |damage= |
| | |worksOn=everyone |
| | |difficulty=hard |
| | |tensionGain= |
| | |notes=simpler variation of the 5P Anti-air if you aren't comfortable with FD brake |
| | |recipePC= |
| | |checkedVersion= |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo=AA c.S > 66 > c.S > 66 > !P > c.S > 66 > c.S > 2H > 236S |
| | |position=anywhere |
| | |damage= |
| | |worksOn=everyone |
| | |difficulty=hard |
| | |tensionGain= |
| | |notes= |
| | |recipePC= |
| | |checkedVersion= |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo=A2A j.P > j.P > j.P > j.P |> !P > 5K > 236H |
| | |position= |
| | |damage= |
| | |worksOn= |
| | |difficulty=Medium |
| | |tensionGain= |
| | |notes=you should land as !P goes off, it should keep them in the air long enough for 5K. |
| | |recipePC= |
| | |checkedVersion= |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo=A2A j.P > j.P > j.P > hover > !P > 6 > FD brake > j.S > c.S > 2H > 236S |
| | |position= |
| | |damage= |
| | |worksOn= |
| | |difficulty= |
| | |tensionGain= |
| | |notes=timing the hover just before !P goes off lets you fall with the opponent, allowing for the j.S |
| | |recipePC= |
| | |checkedVersion= |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo=A2A CH j.S > hover > 6 > j.S > c.S > 66 > !P > 5K > 236H |
| | |position= |
| | |damage= |
| | |worksOn= |
| | |difficulty= |
| | |tensionGain= |
| | |notes=j.S generally hits sooner than j.P, so you may land before !P comes out and you will need to adjust your ground combo. |
| | |recipePC= |
| | |checkedVersion= |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo=j.H (blocked) > j.D/2K !P > 236H |
| | |position= |
| | |damage= |
| | |worksOn= |
| | |difficulty= |
| | |tensionGain= |
| | |notes=j.H into j.D/2K is a tricky high/low mixup, !P can help cover any gaps. |
| | |recipePC= |
| | |checkedVersion= |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo=214K > 66 > throw > 66 > 5K > 236H |
| | |position=anywhere |
| | |damage= |
| | |worksOn= |
| | |difficulty= |
| | |tensionGain= |
| | |notes=assumes you have !P stored |
| | |recipePC= |
| | |checkedVersion= |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo=j.H > 214K > throw > c.S > 5H > 236H > 5H |
| | |position=corner |
| | |damage= |
| | |worksOn= |
| | |difficulty= |
| | |tensionGain= |
| | |notes=with !P stored, the j.H high/low mix can also include a throw option. |
| | |recipePC= |
| | |checkedVersion= |
| | }} |
| | |} |
| | <!--#endregion auto !P combo table--> |
| | |-| |
| | Auto fired chain explosion(!S)= |
| | {{Note| most uses of !S will be okizeme situations after landing a 236S}} |
| | <!--#region auto !S combo table--> |
| | {| class="wikitable sortable" |
| | {{GGST-ComboTableHeader}} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo=(safejump) j.K > c.S > 5K > !S > 236[H] > 5H |
| | |position=corner |
| | |damage= |
| | |worksOn= |
| | |difficulty= |
| | |tensionGain= |
| | |notes=if your opponent gets hit by your safe jump, you can charge lvl 3 236[H] |
| | |recipePC= |
| | |checkedVersion= |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo=(safejump)(blocked) j.K > c.S > 5H > !S > 236P > 5H > 214P > ... |
| | |position=corner |
| | |damage= |
| | |worksOn= |
| | |difficulty= |
| | |tensionGain= |
| | |notes=on block, you can route more safely into 236P and pressure with 5H and 214P |
| | |recipePC= |
| | |checkedVersion= |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo=(meaty) f.S > 2H > 214K > !S > 66 > 5K > 236S |
| | |position=midscreen |
| | |damage= |
| | |worksOn= |
| | |difficulty= |
| | |tensionGain= |
| | |notes=corner carry route. 214K reduces recovery from 2H. |
| | |recipePC= |
| | |checkedVersion= |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo=5K > jK > hover > 6 > j.S > !S > 66 > 5K > 236H |
| | |position=midscreen |
| | |damage= |
| | |worksOn= |
| | |difficulty= |
| | |tensionGain= |
| | |notes=powerful backdash callout. |
| | |recipePC= |
| | |checkedVersion= |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo=j.K > c.S > 5d > !S > 5K > 236H |
| | |position=corner |
| | |damage= |
| | |worksOn= |
| | |difficulty= |
| | |tensionGain= |
| | |notes=in the corner you can threaten 5D and !S can make it safe; however, this is weak to FD. |
| | |recipePC= |
| | |checkedVersion= |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo=236S (blocked) > 6PRC > throw > 5K > 236H |
| | |position= |
| | |damage= |
| | |worksOn= |
| | |difficulty= |
| | |tensionGain= |
| | |notes=frametrap. make sure the prc is done after the last hit of 236S |
| | |recipePC= |
| | |checkedVersion= |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo=IAS 236S (blocked) > FRC > j.P > throw !S > 66 > 5H > 236H |
| | |position= |
| | |damage= |
| | |worksOn= |
| | |difficulty= |
| | |tensionGain= |
| | |notes=Faster & harder to react to than the above frametrap. make sure the FRC is around the 2nd or 3rd hit of the spin. |
| | |recipePC= |
| | |checkedVersion= |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo=236S (blocked) > 8RRC > hover > 3 > jH (whiff) > throw !S > 66 > 5K > 236H |
| | |position= |
| | |damage= |
| | |worksOn= |
| | |difficulty= |
| | |tensionGain= |
| | |notes=RC has to be done fairly early in spin due to !S charging at the start of the move. |
| | |recipePC= |
| | |checkedVersion= |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo=214K > 66 > dc 5K > 66 > throw > c.S > 5H > 236H |
| | |position= |
| | |damage= |
| | |worksOn= |
| | |difficulty= |
| | |tensionGain= |
| | |notes=The timing aligns well with dc 5K, but the combo is easier to counter due to how fake it is. |
| | |recipePC= |
| | |checkedVersion= |
| | }} |
| | |} |
| | <!--#endregion auto !S combo table--> |
| | |-| |
| | Auto fired bomb(!H)= |
| | {{Note| bomb is very easy to confirm off of, but getting bomb to connect may be difficult due to it being slow and having small range.|level=2}} |
| | <!--#region auto !H combo table--> |
| | {| class="wikitable sortable" |
| | {{GGST-ComboTableHeader}} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo=AA 5P > 5K > 9 > j.P > hover > 6 > FD brake > 5K > 236H |
| | |position=midscreen |
| | |damage= |
| | |worksOn= |
| | |difficulty= |
| | |tensionGain= |
| | |notes= |
| | |recipePC= |
| | |checkedVersion= |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo=A2A CH j.S > hover > 6 > j.S > c.S > 9 > hover > 6 > FD brake > 5K > 236H |
| | |position= |
| | |damage= |
| | |worksOn= |
| | |difficulty= |
| | |tensionGain= |
| | |notes= |
| | |recipePC= |
| | |checkedVersion= |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo=(safejump) j.K/j.S > c.S > 5K > !H > 66 > 5K > 236H |
| | |position=anywhere |
| | |damage= |
| | |worksOn= |
| | |difficulty= |
| | |tensionGain= |
| | |notes=you can safejump from 236H and threaten 5D anywhere. |
| | |recipePC= |
| | |checkedVersion= |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo=236H > 66 > c.S > 66 > throw |
| | |position= |
| | |damage= |
| | |worksOn= |
| | |difficulty= |
| | |tensionGain= |
| | |notes=basic tick throw off of guard break |
| | |recipePC= |
| | |checkedVersion= |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo=236H > 66 > c.S > 66> throw !H |
| | |position= |
| | |damage= |
| | |worksOn= |
| | |difficulty= |
| | |tensionGain= |
| | |notes=simple c.S tick throw |
| | |recipePC= |
| | |checkedVersion= |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo=236H (blocked) > 8FRC > jK > hover > 6 > jK > throw > 66 > c.S > 6H > 236H |
| | |position= |
| | |damage= |
| | |worksOn= |
| | |difficulty= |
| | |tensionGain= |
| | |notes=fairly tricky but somewhat fake. |
| | |recipePC= |
| | |checkedVersion= |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo=236{H} > 9 > hover > 3 > jH(whiff) > throw > 66 > c.S > 5H > 236H > 5H |
| | |position= |
| | |damage= |
| | |worksOn= |
| | |difficulty= |
| | |tensionGain= |
| | |notes=level 2 236{H} can lead to a fakeout, assuming proper conditioning. |
| | |recipePC= |
| | |checkedVersion= |
| | }} |
| | |} |
| | <!--#endregion auto !H combo table--> |
| | </tabber> |
| | <!--#endregion auto fired error integration --> |
| | <!--#endregion combo theory--> |
| | |
|
| |
|
| ==Specialized Combos== | | ==Specialized Combos== |