GGST/A.B.A/Combos: Difference between revisions

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{{BeginnerComboDef}}
{{BeginnerComboDef}}


===Normal mode===
===Normal Mode===
{{TheoryBox
{{TheoryBox
| Title      = Basic {{clr|P|P}} abare confirm
| Title      = Basic {{clr|P|P}} abare confirm
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Due to Aba's miserable range {{clr|P|5P/2P}} may only be done once before {{clr|P|6P}} > {{clr|H|214H}}, and only at point blank, therefore making this combo only really useful as an abare confirm. However, this problem will be solved later when replacing keygrab with her rekka.
Due to {{clr|H|214H}}'s miserable range, {{clr|P|5P/2P}} may only be done once before {{clr|P|6P}} > {{clr|H|214H}}, and only at point blank, therefore making this combo only really useful as an abare confirm. However, this problem will be solved later when replacing keygrab with her rekka.


It is also to note that although {{clr|P|2P}} can be repeated 3 times instead of {{clr|P|5P}}'s 2, the 3rd strike leaves Aba too minus to perform {{clr|H|214H}} in time before the opponent can block or backdash.
It is also to note that although {{clr|P|2P}} can be repeated 3 times instead of {{clr|P|5P}}'s 2, the 3rd strike leaves A.B.A too minus to perform {{clr|H|214H}} in time before the opponent can block or backdash.
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One of the most reliable ways to enter jealous rage due to {{clr|K|2K}}/{{clr|D|2D}}'s low and latter's knockdown properties, that will still however sometimes fail because of {{clr|H|214H}}'s deceptive range. Due to this, omitting {{clr|D|2D}} and going straight into {{clr|H|214H}} from {{clr|K|5K}}/{{clr|K|2K}} can be more consistent.
One of the most reliable ways to enter Jealous Rage due to {{clr|K|2K}}/{{clr|D|2D}}'s the former hitting low and the latter's knockdown properties, though it will still occasionally fail because of {{clr|H|214H}}'s deceptively short range. Due to this, omitting {{clr|D|2D}} and going straight into {{clr|H|214H}} from {{clr|K|5K}}/{{clr|K|2K}} can be more consistent.
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If you land a {{clr|S|c.S}} in normal mode, it's an easy way to capitalize on it. Alternatively, if you land a {{clr|S|f.S}}, follow the same combo starting with {{clr|S|f.S}} for a slightly less damaging but still safe jealous rage conversion.
If you land a {{clr|S|c.S}} in normal mode, this is an easy way to capitalize on it. Alternatively, if you land a {{clr|S|f.S}}, follow the same combo starting with {{clr|S|f.S}} for a slightly less damaging but still safe Jealous Rage conversion.
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Thanks to {{clr|H|5H}}'s disjoint and long range, it won't be a rare occurrence to get a counter hit off it. While normally you wouldn't be able to get a combo off it, counter hits allow you enough time to {{clr|K|214K}} in for a {{clr|S|c.S}} to secure a safe switch into Jealous Rage.
Thanks to {{clr|H|5H}}'s disjoint and long range, it won't be a rare occurrence to get a counter hit off it. While normally you wouldn't be able to get a combo off it, counter hits allow you enough time to slide in with {{clr|K|214K}} and land {{clr|S|c.S}} to secure a safe switch into Jealous Rage.
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{{CoreComboDef}}
{{CoreComboDef}}


===Normal mode===
===Normal Mode===
{{TheoryBox
{{TheoryBox
| Title      = BNB {{clr|S|c.S}}/{{clr|S|f.S}} conversion.
| Title      = BNB {{clr|S|c.S}}/{{clr|S|f.S}} conversion.
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Your bread and butter for triggering jealous rage (or not). <br>
Your bread and butter for entering Jealous Rage (or not). <br>
Aim to get this this string reliably, as it's consistent, high in damage, and offers a safe jump or stance switch.
This should be your go-to string, as it's consistent, deals good damage, and offers a choice between a safe jump or stance switch.


Combos from:<br>
Combos from:<br>

Revision as of 13:58, 17 April 2024



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


Overview

The most important part about A.B.A's game plan is both building Jealousy Gauge, and subsequently, safely entering Jealous Rage. This requires careful planning, as her extremely limited movement and absurd amount of recovery frames in her normal mode make her an open target for the rest of the cast to prey on. That's why it's crucial to know how to confirm from long range pokes like 5H, how to cancel them into moves like 236K in case they whiff, and having a strong strike/throw game to secure knockdowns into 63214P to achieve your win condition.

Building Jealousy Gauge

Only moves that use Paracelsus as a means of attacking build Jealousy Gauge:

  • all S normals
  • all H normals
  • 6P
  • j.D
  • rekkaGGST A.B.A 236S 6S.pngGuardLowStartup11Recovery31Advantage-15 (only the second hit)
  • keygrabGGST A.B.A 214H 2.pngGuardAll (Guard Crush)Startup12Recovery30Advantage+2

Using these moves in combos is the number 1 priority for normal mode optimization, as opposed to damage, since you aren't realistically going to be dealing much damage anyway.

Rekka vs. Keygrab

A.B.A's main combo enders are Restriction and Constraint (rekka)GGST A.B.A 236S 6S.pngGuardLowStartup11Recovery31Advantage-15 and Bonding and Dissolving (keygrab)GGST A.B.A 214H 2.pngGuardAll (Guard Crush)Startup12Recovery30Advantage+2, since they give 25% Jealousy Gauge on hit and have good okizeme. While Keygrab has slightly higher damage and puts A.B.A directly into Jealous Rage, it has very poor range and vertical reach, making it drop from a lot of situations, whereas rekka is significantly more consistent and reliable and gives a good enough knockdown to allow for a stance shift with Changing and Swaying with some spare advantage to push oki with f.S/2Kor c.S in the corner. As a result, Rekka should be your go-to combo ender if you aren't confident that keygrab will hit. That being said, keygrab is still useful for starting Jealous Rage offense or transitioning out of Rage when your gauge is low.

Disclaimer

  • Due to 632146H's damage being heavily reliant on the amount of Jealousy Points you have when using it, all combo damages have been normalized to 60 Jealousy points (50%).
    Your mileage may vary.
  • It is also worth mentioning that combos ending in 63214P > 214H will usually restore much more JPs than what it is usually mentioned (30 Jealousy points (25%)). This is because 63214P restores about half of the consumed JPs since its activation, and that is also why it's a very important wall breaker.

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Normal Mode

Basic P abare confirmBasic blockstring escape leaving you at an advantage.
69 Damage | 36 Jealousy Points (30%)
Very Easy


5P/2P > 6P > 214H
Due to 214H's miserable range, 5P/2P may only be done once before 6P > 214H, and only at point blank, therefore making this combo only really useful as an abare confirm. However, this problem will be solved later when replacing keygrab with her rekka.

It is also to note that although 2P can be repeated 3 times instead of 5P's 2, the 3rd strike leaves A.B.A too minus to perform 214H in time before the opponent can block or backdash.


Basic K confirmJust add water!
69-85 Damage | 30 Jealousy Points (25%)
Very Easy


(5K/2K) > 2D > 214H
One of the most reliable ways to enter Jealous Rage due to 2K/2D's the former hitting low and the latter's knockdown properties, though it will still occasionally fail because of 214H's deceptively short range. Due to this, omitting 2D and going straight into 214H from 5K/2K can be more consistent.


Basic c.S/f.S confirmFor the fortunate.
128/98 Damage | 54/48 Jealousy Points (45%/40%)
Very Easy


c.S > f.S > 5H > 214H
If you land a c.S in normal mode, this is an easy way to capitalize on it. Alternatively, if you land a f.S, follow the same combo starting with f.S for a slightly less damaging but still safe Jealous Rage conversion.


Basic CH 5H confirmFor the keen.
138 Damage | 66 Jealousy Points (55%)
Easy


CH 5H > 214K, c.S > f.S > 5H > 214H
Thanks to 5H's disjoint and long range, it won't be a rare occurrence to get a counter hit off it. While normally you wouldn't be able to get a combo off it, counter hits allow you enough time to slide in with 214K and land c.S to secure a safe switch into Jealous Rage.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Normal Mode

BNB c.S/f.S conversion.Get that rage.
126/96 Damage | 54/48 Jealousy Points (45%/40%)
Medium


Starter > (c.S) > f.S > 5H > 236S > 6S > (63214P)
Your bread and butter for entering Jealous Rage (or not).
This should be your go-to string, as it's consistent, deals good damage, and offers a choice between a safe jump or stance switch.

Combos from:

  • 214K confirms
  • (f.S) > 5H > BWA
  • CH 5H
  • CH 236K

and more!

Jealous rage

c.S BNB.Don't forget to run.
177 Damage
Easy


c.S > 2S > 2H(2) > 623H
This combo must be started either with dash momentum OR with a counter hit, else 623H will whiff. If you're not sure if you have enough speed or hit c.S point blank while standing, 2S > 2H may be replaced by 6H, but you'll miss out on 6 whole points of damage.


SHD gatling air loops.It's Xrd Sol all over again
97 Damage / loop
Medium


Starter > j.S > j.H > j.D > (djc > j.S/Ender)
Aba can execute relatively simple air loops by quickly chaining her j.S, j.H, and j.D, and if she's high enough in the air, she can even jump cancel j.D to loop a second time.


Low midscreen 2K wallbreak confirm.Don't let them see it coming.
175 Damage | 30 Jealousy Points (25%)
Medium


2K/5K > 2D > 623H, 66 > 5K > 6H > 236K WS, 63214P, 214H
Taking advantage of JR's insane speed and 2K's fast startup and long reaching hitbox, you can often surprise others by rushing in with a low hitting attack, which by this conversion can set up a highly damaging combo and a free positive bonus.


Overhead midscreen 236K wallbreak confirm."18f is reactable"
182 Damage | 30 Jealousy Points (25%)
Medium


236K, 5K > 623H, 5K > j.S > j.H > j.D WS ▷ 63214P, 214H
It is to note that 236K has a remarkable range, and since 5K is the sole normal consistently effective at all distances, if 236K connects from afar 5K might miss, resulting in a riskless return to neutral. Advanced combo optimizations for various ranges will be covered later, as they potentially involve microdashes or higher spatial awareness.


jS delay jH linkers.Not quite a restand, but...
69 Damage / loop
Medium


Starter > j.S > dl. j.H > 2K > Ender
In situations where jSHD loops would launch the opponent too far away to continue the combo, you can substitute jS followed by a delayed jH followed by (66 >) 2K (or even 5K or cS, if at low enough combo decay) to continue the combo.

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

Point blank 236K corner wallbreak."18f is still reactable"
241/181 Damage | 30 Jealousy Points (25%)
Hard


66 > 236K, c.S > 623H, j.S > j.H > j.D WS ▷ (63214P, 214H/632146H)
Reliable overhead corner wallbreak.

Corner to corner ToD meterdump"お前はもう死んでいる"
336 Damage
Very Hard


CH c.S > 5[D], 2S > 623H, 66 > 2S > 623H, j.S > j.H > j.D > djc > j.S > j.H > j.D214H WS, 63214P, 632146H
Have you ever looked at your opponent's health bar and thought "Absolutely not"?
Absurdly optimized corner escape combo from a counterhit, that if lucky enough to have enough resources, can win the round if your opponent is around 75% hp or below.

Combo List

  • All damage values are tested on  Ky at full health with the R.I.S.C. Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
  • The list is focused on most practical examples, not every single option that exists. For more optimal but less practical combos, please check the external resources page.
  • The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).
P and K starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2P/5P > 2P/5P > (2P/5P >) 236S->6S, 63214P Anywhere 60 - 69 Everyone [1] Very Easy P mash into knockdown/Jealous Rage. Whether a third 2/5P will connect depends on spacing. 5P > 5P is the most likely to whiff due to 5P being 1 frame slower on startup than 2P. 1.35
2K/5K > 2D > 214H/(236S->6S, 63214P) Anywhere 2K 69/67, 5K 85/83 Everyone [2] Easy K poke confirm into Jealous Rage. Note that 2D and Keygrab can whiff if the combo is started from max range. 1.35
S starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
(f.S >) 5H > 236D > 63214P, 6D Anywhere 120 (with f.S)/109 (without) Everyone [2] Easy Spends 50% burst to get into JR with throw oki. Not particularly optimal use of JR gauge but useful if you have lots to burn 1.35
CH c.S > 6H > 214K, c.S > 6H > dl.214H/(236S->6S) Anywhere 168 Everyone [2] Easy 214H to enter Jealous Rage, 236S->6S to remain normal stance 1.35
CH c.S > 6H > 214K, c.S > 2S > 2H > dl.236S->6S WS Corner 168 Everyone [2] Easy Used to stay in normal stance and WB with 214H/632146H to enter JR. Gives more JR guage than the route below. video 1.35
CH c.S > 6H > 214K, c.S > 2S > 5H > 214H WS Corner 170 Everyone [2] Easy Used to enter JR before WS. WB with WA for HKD/632146H to kill. video 1.35
H starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 2H > 63214P, 66 > (JR) 5K > jc > j.S > dl.j.H ▷ 66 > 5K > jc > j.S > j.D5K > 6H WS > 63214P, 214H Midscreen 205 Everyone [3] Medium Works at 15 JR gauge or above (i.e. any time you can use 63214P). 1.35
CH 5H > 214K, (c.S) > f.S > 5H > 214H Anywhere 122 (138) Everyone [2] Easy Will get c.S if CH 5H is close enough. 1.35
CH 6H > 214K, c.S, 66 > c.S > f.S > 5H > 214H WS Corner 159 Everyone [2] Easy 1.35
CH 6H > 63214P, 66 > JR c.S > jc > j.S > dl. j.H ▷ 66 > 5K > jc > j.S > j.D5K > 6H WS > 63214P, 214H Midscreen 228 Everyone [3] Medium Works at 15 JR gauge or above (i.e. any time you can use 63214P). 1.35
CH 6H > 63214P, 66 > JR 6H > 623H, 66 > c.S > jc > j.S > j.D5K > 6H WS > 63214P, tk.j.214H Midscreen 259 Everyone [4] Hard Massive punish combo, works at 20 JR gauge or above. 1.35
236K starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 236K, c.S > dc, 2K, c.S > 5H > 236S->6S Anywhere except corner* 129 Everyone? (Tested on SO, KY, MA, AX) [4] Hard Optimal damage with maximal gauge gain from the starter at the cost of having some difficult links. Some characters (e.g. Axl) have awkward juggle hitboxes which make landing the final ->6S more difficult. You can make the combo slightly easier by replacing the moves after the 2K with 2S > 2H > ..., which will work even in the corner and makes landing the full combo nearly trivial at the cost of some damage. 1.35
5[D] starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D]8 > j.H > 9jc > j.S > j.K > j.S > j.HH Anywhere 176 KY [2] Easy 1.35
5[D]8 > j.H > 9jc > j.S > j.P > j.S, j.S, j.SS Anywhere 178 KY [3] Medium 1.35
5[D]8 > j.H > 9jc > j.S, j.S, j.S > j.K > j.SS Anywhere 182 KY [4] Hard 198603
(PC)
1.35
5[D]8 > j.H > 9jc > j.S > j.K > j.S > j.H > 9jc > j.PP Cornered 180 KY [2] Easy 1.35
Aerial starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.P > j.P > j.P > j.214H Anywhere, Air-to-Air 68 Ky [1] Very Easy Air to air confirm into Keygrab. 1.35
j.K > jc > j.S > dl.j.214H Anywhere, Air-to-Air 74 Ky [2] Easy Air to air confirm into Keygrab. 1.35
j.K > 66 > j.Sc.S > 5H > 236S->6S, 63214P Anywhere, Air-to-Air 105 Ky [3] Medium Harder air to air confirm off of j.K. j.S can be replaced with another j.K if the first hit is low, and on landing you can do an easier/farther link by replacing c.S with 5K. c.S > 214H is possible but inconsistent. 1.35
j.Dc.S > 2H > 214H Anywhere 116 Everyone [2] Easy Enters JR from the throw oki j.D 50/50 1.35
P and K starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2P/5P > 2P/5P > (2P/5P >) 236S->6S, 63214P Anywhere 70-75 Ky [1] Very Easy P mash into knockdown/unstance. Whether a third 2/5P will connect depends on spacing. 5P > 5P is the most likely to whiff due to 5P being 1 frame slower on startup than 2P. 1.35
2K > 2D > 623H, 66 > 5K/c.S > 6H > 214H Anywhere 137/141 Ky [2] Easy/[3] Medium Low kick confirm into Keygrab combo. At further ranges you can't get close enough for c.S to activate before they hit the floor, but 5K will still work but is a little tighter on the dash. 1.35
2K > 2D > 623H, 66 > 2K/2S > 623H, 66 > 2K > 214H Anywhere 145/151 Ky [4] Hard Tougher low kick confirm into Keygrab combo.

You need to dash very close after the first Danzai in order to stay close enough for the ender. At farther starting ranges you can't get close enough for 2S or 5K to properly connect with enough height left, but 2K will work.

1.35
5K > 2D > 623H, 66 > c.S > 6H > 214H Anywhere 181 Ky [2] Easy/[3] Medium Kick confirm into Keygrab combo. Unlike the 2K starter, you can always hit the c.S, but it is a bit tight at farther ranges. 1.35
5K > 2D > 623H, 66 > 2S/6H > 623H, 66 > 2K > 214H Anywhere 192/201 Ky [4] Hard Tougher kick confirm into Keygrab combo. Allows for better links off of the first Danzai than the 2K starter does.

You need to dash very close after the first Danzai in order to stay close enough for the ender. At farther starting ranges you can't get close enough for 6H to properly connect, but 2S will work.

1.35
S starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > jc > j.S > dl.j.H ▷ 66 > c.S > jc > j.S > dl.j.H > dl.j.214H Anywhere 187 Everyone [2] Easy Great corner carry video 193806
(PC)
1.35
c.S > jc > j.S > dl.j.H ▷ 66 > c.S > jc > j.S > dl.j.Dc.S > 5H WS > (214H/632146H) Starting Position or closer to corner 233/269 Everyone [3] Medium Use 214H to regain jealous meter or super for max damage and positive bonus video 193813
(PC)
1.35
c.S > 6H > 623H, 66 > c.S > 6H > 623H (WS, 214H/632146H) Anywhere (Midscreen to Corner) 241 (279/321) Everyone [2] Easy HKDs allowing the ability to get okizeme. This combo works anywhere on stage however at (Midrange to Corner) it will wall break. Use 214H to regain jealous meter or super for max damage and hard knockdown. 194159
(PC)
1.35
c.S > 2D > 623H, 66 > c.S > 9jc > j.S > j.D ▷ 66 > c.S > f.S > 5H WS > 63214P, 214H Midscreen 251 Everyone [3] Medium Incredibly useful combo as it allows you to regain a lot of Jealousy Meter while still putting you in JR after the wallbreak. Depending on wall health the splat will occur earlier than 5H, so make sure to override your gattling with 63214P if you see the splat. At roundstart the combo will splat at f.S, further away from the wall the 5H is needed. 193823
(PC)
1.35
c.S > 6H > 623H, 66 > c.S > 9jc > j.S > j.H > j.D ▷ 66 > 5K WS > 63214P, 214H Midscreen 270 Everyone [2] Easy If done closer than Round Start position, would WS after j.D and deal 266 damage. If done slightly further than Round Start position, could replace 5K with f.S > 5H and do a microdash before 214H to deal 274 damage. video 1.35
H starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 6H > 214K, c.S > 6H > 623H, 66 > c.S > 6H > 623H Anywhere 248 Everyone [2] Easy Grants 66 OTG c.S after 623H. WS at the 6H if done from Midscreen distance or closer. 1.35
236K starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
236K, 66 > 5K > 623H, 66 > 5K > 6H > 214H WS, 632146H Midscreen 197 Everyone [3] Medium Works at max range 236K at roundstart distance. Needs 14% Meter and 25% Jealousy. Combo Builds 36% meter (Used by super) and 50% Jealousy. 1.35
236K, 5K > 6H > 623H, 66 > f.S (WS > 214H/632146H) Corner 187/231 Everyone [2] Easy Basic conversion from the overhead version of 236K when in Jealous Rage. 193826
(PC)
1.35
236K, c.S > dc ~ 623H, 66 > c.S > 623H WS, 6H Midscreen 203 Everyone [4] Hard This combo does not work at roundstart distance, as the wallsplat will occur too early. It is thus very specific to the exact middle of the screen. 236K Needs to be almost point blank for the c.S to connect. c.S then needs to be dash cancelled and the dash needs to be kara cancelled into 623H to make the second c.S connect. It is much easier to substitute the second c.S with a 5K, as the dash kara cancel is no longer needed. The easier version deals 1 less damage. 1.35
5[D]/2D starters
(JR) 2D > 623H, 66 > c.S > 9jc > j.S > j.D ▷ 66 > c.S > 6H WS > 63214P, 214H Midscreen 233 Everyone [3] Medium Incredibly useful combo as it allows you to regain a lot of Jealousy Meter while still putting you in JR after the wallbreak. c.S can be substituted with 5K if 2D hit at further ranges. 194170
(PC)
1.35
5[D]8 > j.H > 9jc > j.D > j.H > j.D > 9jc > j.SS Anywhere 219 Everyone [3] Medium 1.35
5[D]8 > j.H > 9jc > j.H > j.D > j.H > 8jc > j.DD Anywhere 223 Everyone [3] Medium 194281
(PC)
1.35