GGACR/Zappa/Combos

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< GGACR‎ | Zappa
 Zappa


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
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
236P = Hello, Three Centipedes
2366P = Ground Summon
AB =  A.B.A
AN =  Anji Mito
AX =  Axl Low
BA =  Baiken
BR =  Bridget
CH =  Chipp Zanuff
DI =  Dizzy
ED =  Eddie
FA =  Faust
IN =  I-No
JA =  Jam Kuradoberi
JO =  Johnny
JU =  Justice
KL =  Kliff Undersn
KY =  Ky Kiske
MA =  May
MI =  Millia Rage
OR =  Order-Sol (HOS)
PO =  Potemkin
RO =  Robo-Ky
SL =  Slayer
SO =  Sol Badguy
TE =  Testament
VE =  Venom
ZA =  Zappa

Combo List

  • All damage values are damage dealt to Testament unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • Damage values listed for combos with optional combo parts assume the highest damage variation unless otherwise stated.

Naked Combos

Combo Position Damage Works on: Difficulty Notes Videos
2P > 2K > c.S > 2D > dash OTG 236P any 70 all [1] Very Easy Bread and Butter to get a summon and oki running. https://streamable.com/e12j0p
j.P > j.S > j.D > dash 236P any 90 all [2] Easy-[3] Medium IAD confirm. Delay the j.D as much as possible. https://streamable.com/wlbqqu
CH 2S > f.S > dash OTG 236P midscreen 42 all [1] Very Easy Great counterpoke 2S confirm where the opponent gets hit by the puddle on the ground. Mashable at level 2 slip recovery https://youtu.be/xsBhZFrIRzs
2P > 2K > c.S > 2D > dash OTG 236P > (Sword) c.S > 2H > 6H > 63214H / 623H any 129 all [1] Very Easy Summon extension with Sword. Gains orbs but is rarely worth it over the knockdown. https://streamable.com/szuzf2
2P > 2K > c.S > 2D > dash OTG 236P > (Triplets) c.S > 6S > 6S > 236D any 109+ all [2] Easy~[3] Medium Summon extension with Triplets. Time the cS as late as you can and delay between the 6S hits in order for the S toss ghost to connect. Versus some characters (mostly lights) you have to do only one 6S. Gains 2~3 orbs, curses the opponent, and spawns multiple items. With the proper rng you may get a knockdown or be able to extend the combo further. This is by far the most useful post summon extension (besides Raou) so keep an eye out when you land 236P and try to react to getting triplets.
2P > 2K > c.S > 2D > dash OTG 236P > (Dog) 5P > 8D > j.P > j.S JC > 8D > j.P > j.S any 107 all [2] Easy Summon extension with Dog. Don't do this unless it will kill. https://streamable.com/yzwfvz
2P > 2K > c.S > 2D > dash OTG 236P > (Raou) 5P > f.S > 214S any 119 all [1] Very Easy You must delay the 5P slightly against FA and JU, otherwise the f.S won't connect. https://streamable.com/y2yb5i
66 236P > (Raou) 5P > JC > jP > jS > jH > delay > j236S > delay > K/H > 6H > 236S~K > 6H > 66 > 214S any 246 all [4] Hard Optimal meterless post dash 236P Raou combo. The j236S and its followup need to be timed so that the opponent bounces up off the first hit and then falls into the orb as it travels forward (AKA the orbkasu). Use K followup midscreen and H followup if you reach the corner.
5D > dj > j.D > 236P any 62 all [2] Easy-[3] Medium Impossible Dust combo into summon oki. Can be difficult on lightweights. https://streamable.com/c52ldu

Dog Combos

Combo Position Damage Works on: Difficulty Notes Video
2K > 5D > dash 5P > 2K > 5D > dash 5P > 2K > c.S > 6p > 5D > IAD 6D > j.HS > 5P > 2K > c.S > f.S > 5D > dash 5P > 2K > 5D > dash 5P > 2K > c.S > 6p > 5D > IAD 6D > j.hs > 5P > 2K > c.S > f.S > ... Midscreen 106/∞ all [3] Medium-[4] Hard Infinite and BnB, used to avoid corner and preferably reset opponent after first sideswitch. Adjust starting strings and Dog moves as necessary to push opponent past Dog just as you gatling into 6p. -
4D~D > dash 2P > c.S > 2HS > 2K > 6D > dash 2P > c.S > 2HS > 9 > 6D > j.HS > 6D~D > 2P > 2K > c.S > f.S > 6D > dash 2P > c.S > 2HS > 2K > 6D > ... Midscreen 139/∞ all [3] Medium Crouching infinite with easier sideswitch and more efficient damage build. -
2K > 5D > dash 2P > 2K > c.S > f.S > 2D > dash 2HS > 4D~D Midscreen 111 all [3] Medium Sandwich confirm into knockdown. Input 2D right after buffering the f.S. -
5HS > 5D > dash 2P > c.S > 2HS > 2K > 5D > dash c.S > 2HS > 2K > 5D > dash 2P > 2K > c.S > 6P > 6D > 6HS > 4D Corner 181 all [2] Easy Crouching confirm into knockdown from anything. Adjust number of loops to Dog's position. Feel free to reset earlier into 4D~D/6D for mixup. -
2K > 5D > dash 2P > 2K > c.S > f.S > 5D > dash 2P > 2K > 6P > 6D > 6HS > 4D Corner 103 all [2] Easy Standing confirm into knockdown from anything. Adjust number of loops to Dog's position. Feel free to reset earlier into 4D~D/6D for mixup. https://streamable.com/tt58jd
2K > 5D > dash 5P > 2K > c.S > 6P > 5D > IAD j.P > j.P > j.P > j.S > 8D > 5P > 2K Corner 88 all except BA, BR, FA, KL, MA, ZA [2] Easy Standing confirm that brings a pushed out Dog closer again and can reset into a mixup with 2 Dog charges. Awkward on IN, also works on crouching PO. https://streamable.com/1uwa4z

Sword Combos

Combo Position Damage Works on: Difficulty Notes Video
2K > 6P > 2K > f.S > 2S > 5HS > 63214HS any 106 all [1] Very Easy Meterless Sword BnB. https://streamable.com/hh9hvz
2K > 6P > 2K > f.S > 2S > 2HS > j.S > j.HS FRC > j.S > j.HS > f.S > 5H > 63214HS any 145 all [3] Medium Metered Sword BnB and main mixup starter, 2K into f.S can whiff on smaller chars while crouching so go straight into 2S instead. https://streamable.com/npjjnf
2K > 6P > 2K >f.S > 2S > 5HS > 63214HS FRC > dash 2HS > 6HS > 63214HS Midscreen/Corner 136 most [2] Easy Extension of the meterless BnB (or 6HS swipe) with extra orb gain, replace 5HS with 2HS against lightweights. https://streamable.com/0nw01h
2K > 6P > j.S > j.HS FRC > j.S > j.HS > 2P > 2K > f.S > 2S > 5HS > 63214HS any 128 all [3] Medium Best IOH setup since 6P also goes into 2K, but requires you to be up close. https://streamable.com/in038l
6HS > 63214HS > 2HS > 6HS > 63214HS Near corner 142 all [2] Easy The sword must be low to the ground and in front of the opponent for the 63214HS > 2HS to connect. The amount of 2HS hits depends on the character. https://streamable.com/ol0f2b
6HS(1) > 236S FRC > fS > 2S > 2HS(1~2) > 6HS > 63214HS any 141/156 all [3] Medium You must be close to the enemy when you hit with 6H(1) or it will not combo (but this can still be useful as a frame trap/pressure reset). If 2HS hits twice it will deal higher damage (tested on Testament) but this only works on some characters. Ends in a knockdown in the corner and has good corner carry.
cS > fS > 2S > 2HS > 236S FRC > fS > 2S > 2HS > 6HS > 63214HS any 182~201 all [4] Hard Optimal close range punish starting from cS. Depending on the character and whether they are in the corner the required number of 2H hits changes, if you are able get all four 2H hits the damage is significantly higher (damage numbers tested on Testament). Ends in a knockdown in the corner and has good corner carry.

Triplet Combos

Combo Position Damage Works on: Difficulty Notes Video
j.HS > dash c.S > 5HS > j.P > j.P > JC j.P > j.P > j.S > j.236HS any 104 all [1] Very Easy Go-to combo against airborne opponents. Replace c.S > 5HS with 5P > f.S or dashjump j.P and adjust amount of j.Ps as required. https://streamable.com/c6rv14
2K > c.S > 2S > 2D > 236P any 58 all [1] Very Easy 236P oki ender https://streamable.com/rj7erf
2K > c.S > 2S > 236S FRC > 2p > 2K > c.S > 2S > 2D > 236P any 81 all [3] Medium Loopable FRC extension of the above with wildly differing results based on item luck. Potted Plant will passively add damage, Golf Ball can allow redash extensions if you time your gatlings right (abuse the repeatable 2S/f.S) and Banana will allow a c.S/f.S juggle into aircombo. -
2K > c.S > f.S > 5HS > 5HS > 236D any 81/93 all [1] Very Easy Alternative ender that (usually) gives up oki for more damage, orb gain and item pressure. Will summon at least two items at once, if one of them is a Potted Plant it will combo into the last ghost throw and summon another. Might knock down or allow redash extensions depending on item luck. https://streamable.com/zh3zt8
2K > f.S > f.S > 2HS any 56 all [1] Very Easy Alternative 236P oki ender outside 2D range. https://streamable.com/69yasb
5D > j.D > j.D > j.S > j.K > j.P > JC j.P > j.P > j.S > j.236HS any 125 all [2] Easy Dust combo with Triplets. https://streamable.com/10lf2r

Raou Combos

Combo Position Damage Works on: Difficulty Notes Video
j.HS > dashjump j.S > j.HS > j.236S > airdash j.S > j.HS > c.S > 214S any 260 all Very easy Jump-in confirm. -
j.HS > dashjump j.S > j.HS > j.236S~S > airdash j.S > j.HS > j.HS > j.236S~S > airdash j.S > j.214S any 314 all [2] Easy Jump-in confirm. https://streamable.com/o5j80y
j.HS > dashjump j.S > j.HS > j.236S > airdash j.S > j.HS > 6HS > 236S~K > dash 2S > 214S Midscreen/Corner 313 all [2] Easy Jump-in confirm if you reach the corner. -
214S RC > dash > dashjump j.S > j.HS > j.236S > airdash j.S > j.HS > 6HS > 236S~K > dash 6HS > 236S~K > dash 2S > 214S Midscreen/Corner 369 all [2] Easy Last Edguy RC confirm from cornered position. -
214S RC > dash 6HS > 236S~K > dash 6HS > 236S~K > dash 6HS > 236S~K > dash 6HS > 236S~K > dash 2S > 214S Midscreen/Corner 430 all [2] Easy-[3] Medium Last Edguy RC confirm into Darkness Anthem loops. -
5D > ID j.D > j.S > j.HS > j.236S > airdash j.S > j.D > 214S any 248 all [2] Easy Impossible Dust combo. -
Throw > 66 > 214S RC > dash 6H > 236S~K > dash 6HS > 236S~K > dash 6HS > 236S~K > dash 6HS Midscreen/Corner 224 Works midscreen on Anji, Faust, Testament, Dizzy, Millia, Baiken, Bridget, Jam, Kliff, and May [2] Easy Throw combo with 50% -
5HS > 236S~K > dashjump j.S > j.HS > j.236S > airdash j.S > j.D > 214S any 275 AB, AN, BA, DI, ED, FA, KL, KY, MA, OR, PO, SL, SO [2] Easy Char specific pickup. -

Combo Theory

Video Examples

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