GGST/Baiken/Combos

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< GGST‎ | Baiken



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

(*note* still working on videos for these combos)

Basic 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



Basic c.S ComboWorks against any grounded opponent, pretty simple.
Very Easy


c.S > 2D > 236K > 2S > 41236H~H
Pretty simple combo you can get off of c.S.

you can also start with 2S or 5K (if it counterhits).

With a counterhit S starter (c.S, f.S, or 2S), you can put 2H instead of 2D.


See combo theory for more information on this combo and route.



Basic 2D Combothe first layer
Very Easy


(c.S / 5K) > 2D > 236K > 5K > 6H > 41236H~H
Very similar to the above combo, with a few tweaks to make it work better with Baikens main mixup options off of a c.S / 5K.



Basic 2369S Combooverhead jump scare
Easy


2369S > RRC > j.H > (land) > c.S> 6H > 41236H~H
The easiest confirm out of a midscreen TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. youzansen.

You can choose to frrc the 2369S into the j.H for more meter efficiency and to just look a lot cooler honestly.

As with any other combo that has this ender, you can follow up the 41236H~H with an iad tatami for a nice meaty setup.


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


better 2D Combolow starter
Easy


(c.S / 5K) > 2D > 236K > 5K > j.c > j.S > j.66 > j.D > J.66 > j.P > j.236S (ws) > (land) > (wallbreak)
Generally good damage combo off of a low mixup in corner

If you're not confident in the youzansen timing, you can throw more j.P’s instead.

It is meterless, so you can put a super/wild assault at the end for a wallbreak



corner 2369S ComboTHE dustloop (like the wiki)
Hard


2369S > FRRC > j.H > j.D> (dl) > j.236K > land~jump > j.D > j.66 > j.D > dl > j.236K > 5H > (ws) > 41236H / 236[D]
This is the most damage you get off of a TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. youzansen with one bar.

The timing on the Tatami are pretty tight, but you can either delay both of the 236K’s or just the last one. Both ways work.



tether combo“BYOC (bring your own corner)”
Easy


CH6H / CH2H / 88RRC > 41236S > c.S > 6H > 236K > c.S > 6H > 41236H~H
Meterless tether combo you can get from pretty much anywhere

Landing a counterhit 6H/2H will guarantee the tether picks up. But they can be a little hard to land in neutral, so you can 88RRC any (single) hit and get the tether at the cost of some meter.


Combo Theory

Baiken's basic grounded combo structure is extremely simple: whatever starter she lands, she wants to combo into Tatami Gaeshi to launch her opponent into the air, then catch them with 2S into H Kabari and its follow up as her combo ender. While this does require some basic timing to pull off, it isn't particularly strict, and works at most ranges at which Tatami Gaeshi connects. Note that this is not Baiken's only grounded combo route, only that which is most broadly applicable.

If Baiken has meter and wishes to cash out, she can replace H Kabari with Tsurane Sanzu-watashi, with the option to squeeze in a 2H after the 2S if she can meet some slightly stricter timing requirements. This grants enormous damage and incredible corner carry; a simple c.S > 2D > 236K > 2S > 2H > 236236S bread-and-butter combo does 226 damage* and breaks the wall from midscreen.

The need to keep her opponents within Tatami Gaeshi launch range is the limiting factor on most potential combo starters for Baiken. While she possesses incredible midrange poke options, most of them substantially outrange Tatami Gaeshi, preventing her from securing much more off of these pokes in most situations. In situations where Baiken has tethered her opponent, however, this limitation disappears, and Baiken will be able to combo any of her pokes into a Tatami Gaeshi launch and subsequent combo.

Baiken's tether also opens up new combo routes and allows for more damaging moves to be included in those combos. In Baiken's usual, non-tethered combo route, she is forced to juggle her opponent with 2S because her other normals simply don't reach; with the tether applied, the opponent will be pulled back in for a c.S > 6H follow-up instead, adding a slight but substantial boost to Baiken's combo damage.

In addition, Baiken can choose to end a tethered combo with S Kabari instead of its H counterpart if she wishes to continue to pressure her opponent, as they will end the combo at the perfect distance to be menaced by her tethered pokes. This sacrifices some up-front damage and gives the opponent at least a chance to escape (particularly through the use of an invincible reversal), and is thus not always the preferred option, but used judiciously it can be used to catch opponents unaware and score another combo off of a tether.

While not strictly part of the combo itself, it is important to note that Baiken can follow up most of her non-tethered combos with an IAD aerial Tatami Gaeshi (956 > j.236K) for an extremely easy safejump, forcing opponents to respect her pressure.

To summarize, Baiken's basic grounded combo structure is Starter > Tatami Gaeshi launch > 2S juggle, followed by her finisher of choice, usually H Kabari or 2H > super. Tethering the opponent first allows for the juggle to be replaced with other, more heavily damaging moves, and gives her the additional option of S Kabari as an ender if she wishes to continue to threaten with tethered pokes.

*: As with the rest of the combos on this page, this damage is measured against Ky.

Read First

  • 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.
  • 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).

Beginner Combo List

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > 5H > 41236H~H Anywhere 136 Everyone [2] Easy Basic punish combo. Video 24848
(PC)
1.29
c.S > f.S > 5H > 41236H~H Anywhere 149 Everyone [2] Easy Basic punish combo with dash momentum. Video 24850
(PC)
1.24
5K > 6K > 236K, 2S > 41236H~H Anywhere 124 Everyone [2] Easy Close range punish/knockdown combo. Video 26480
(PC)
1.29
5K > 2D > 236K, 2S > 41236H~H Anywhere 126 (GI) Lightweights [2] Easy Close range punish/knockdown combo with dash momentum. Video 26482
(PC)
1.29
5P/2P/2K > 6K > 236K Anywhere 70 (2K) Everyone [2] Easy gives a soft knockdown Video 26776
(PC)
1.24
2K > 2D > 236K Anywhere 71 Everyone [2] Easy Low pressure/hit-confirm string. Video 26778
(PC)
1.24
(f.S) > 66RRC > c.S > 6H > 41236H~H Anywhere 138 Everyone [2] Easy Basic RRC extension using f.S as an example Video 26779
(PC)
1.24

Combo List

Note that most combos ending in 2S > H Kabari (426H > H) can alternatively be ended with 2S > 2H into either of Baiken's Overdrives if she wants to spend meter for more damage and a potential wallbreak. Combos that include counter-hits or which begin with the opponent already tethered can elect to end with S Kabari instead. See Combo Theory, above.


P Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5P > 6K > 236K Anywhere 69 Everyone [1] Very Easy 5P starter. Another 5P can be added for easier hitconfirms. Following 236K with an Airdash > j.H is a safe jump. Video 88487
(PC)
1.29
5P > 6K > 236K > 5K > 41236H~H Anywhere 100 Everyone [3] Medium Character-specific extension off of the basic 5P > 6K > 236K route.

Always works on May, Millia, Ram, Gio, I-No, Jack-O, Baiken, and Bridget. Ky, Chipp, Potemkin, Faust, Leo, Anji and Goldlewis require dash momentum and/or a kara-cancel on 41236H. Sol, Axl, Zato, Nago, Happy Chaos, Testament, and Sin require the kara-cancel on 41236H, dash momentum will not work. In general, so long as you kara-cancel the 41236H, this combo should be universal.

88491
(PC)
1.24
AA 6P > dl 41236H~H Anywhere 87 Everyone [2] Easy 6P anti-air combo Video 88492
(PC)
1.24

K Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5K > 2D > 236K, 2S > 2H Anywhere 117 Everyone 5K > 2D starter. Note that Baiken cannot end this combo with her usual 42163H~H ender unless she scores a counter hit. Video 88493
(PC)
1.24
5K > 2D > 236K, 2S > 41236H~H Anywhere 126 Everyone [2] Easy Allows for Baiken to finish her combo with her preferred 41236H~H ender with dash momentum. This route also works if Baiken successfully frame traps her opponent by delaying her 2D gatling, dealing 140 damage. Video 32472
(PC)
1.24
5K > 6K > 236K, 2S > 41236H~H Anywhere 124 Everyone [2] Easy 5K > 6K starter. Combos into 41236H~H without needing dash momentum, at the cost of a slight amount of damage. Video 32472
(PC)
1.24
(41236S) 5K > 2D > 236K, c.S > 6H > 41236H~H Anywhere 144 Everyone 5K starter with tether attached. Tether conversion into HKD 1.24
5K > 2D > 236K, 5K > j.D > Airdash > j.S > j.236S > WS 5[D] Corner 183 Everyone Corner 5K starter. Video 88498
(PC)
1.24
(41236S) 5K > 2D > 236K, c.S > 6H > 41236H~H > WS Microdash 5[D] Corner 187 Everyone Corner 5K starter with tether attached. 5[D] requires a microdash to connect consistently. Video 88500
(PC)
1.24
CH 6K, c.S > 2H > 41236H(~H) Anywhere 136 Everyone 6K Counter-hit starter. Video 88501
(PC)
1.29
CH 6K, c.S > 2H > 236K > 2S > 2H > 214214P Corner 171 (201 with Wall Break) Everyone Alternative 6K counter-hit starter that ends with a super. 88503
(PC)
1.29

S Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > 2H > 236K, 2S > 41236H~H Anywhere 156 Everyone [2] Easy BnB c.S starter. 2H is a 1-frame frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.. Video 88745
(PC)
1.24
c.S > 2H > 236K, 2S > 41236H~H > 66RRC > IAD > j.236K > c.S > 6H > 41236H~H Anywhere 182 Everyone [3] Medium Carries almost wall to wall 90624
(PC)
1.24
c.S > 2D > 236K, 2S > 41236H~H Anywhere 150 Everyone [3] Medium Alternative BnB c.S starter. 2D is naturally gapless, but can act as a frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. if the gatling is delayed. Requires dash momentum. Timing on the juggle is tighter than the 2H version, as the opponent is not launched as high; as a result Baiken must end with 2H > 236236S instead of 426H~H against heavyweights. Video 43622
(PC)
1.24
c.S > 2H > 236K, 2S > 236236S Anywhere 199 (223 with wallbreak) Everyone [2] Easy BnB with Overdrive ender. Simple wallbreak from midscreen. Video 43506
(PC)
1.29
c.S > 2H > 236K, f.S > 5H > 41236H~H > WS 6H/236236S Corner 211/230 Everyone [2] Easy Simple corner combo with wallbreak. Video 43373
(PC)
1.29
c.S > 2H > 236K, 5K > j.S > j.D > AD > j.S > j.236S > WS > j.D/236236S Corner 215/235 Everyone [3] Medium Everyone except Anji 88749
(PC)
1.29
c.S > 2H > 236K > 5K > j.D > AD > j.S > j.236S > WS > j.D/236236S Corner 222/240 (Anji) Made for Anji A Tatami launcher like the combo above that works on Anji 88751
(PC)
1.29
CH c.S > 5[D], 2K > 6H > 41236H~H Anywhere 180 Everyone [2] Easy Counterhit confirm on close slash. Can be OS'd for non-counterhit by pressing c.S > 5H~D as the slowdown will "eat" the H input. 88752
(PC)
1.24
AA j.S > j.D Midscreen 70 Everyone j.S Air to air confirm. Can optionally airdash after the j.D to regain space. Video 88753
(PC)
1.24
AA j.S > j.H > jc > j.S > j.H > j.236K, c.S > 5H > 41236H~H > WS Microdash 5[D] Corner 193 Everyone Corner j.S air to air confirm. The j.S must connect close to the opponent for the j.H to hit. Video 88754
(PC)
1.24

H Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 2H/6H > 41236S > c.S > 6H > 236K > c.S > 6H > 41236H~H Anywhere 179/187 Everyone [3] Medium Meterless, high damage route for when corner is inaccessible. No hard knockdown against heavyweights as the Kabari follow-up will not connect. 1.29
CH 6H, 41236S, c.S > 5[D], c.S > 5H, c.S > 5H > dl 236K, 2S > 2H , WS 236236S Corner 260 Everyone [3] Medium Corner Counter hit 6H starter. Builds exactly enough meter for a 236236S finish. Video 1.29
CH 2H/6H > 41236S, [ c.S > 6H > 236K ]x2 Anywhere 177/185 Everyone [3] Medium Basic CH conversion. If you frametrap from c.S the extra RISC brings damage up to 239. Timing for 2H conversation is tighter than 6H. Video 43503
(PC)
1.24
CH 6H > 236K, c.S > 6H > 41236H~H Anywhere 164 Everyone [2] Easy No tether so it leaves them further away after. Video 1.24
j.H > c.S > 2H > 236K Anywhere 119 Everyone [2] Easy Simple jump in Combo that can reward into oki. Video 1.29

D Starters

Charged Dust Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2D > 236K , (66) 5K > jc > j.s > j.D > IAD > j.p > j.236S > WS > 5[D] Corner 181 Everyone [3] Medium Meterless wallbreak in the corner. You will often see an opportunity to do this combo during your 50/50 mixup with TK Youzansen (j.236S) and/or 2D. You can substitute j.236S with more j.p's if you aren't confident in confirming into Youzansen. Video 88840
(PC)
1.29
CH 2D > 236K, (66) 5K > 6H > 41236H~H Midscreen 137 Everyone [3] Medium Close range Meterless conversion into HKD 88841
(PC)
1.24
CH 2D > 236K, 2S > 41236H~H Midscreen 120 Everyone [2] Easy Further range meterless conversion into HKD 88842
(PC)
1.24
CH 2D , 5K > jc(9) > j.S > j.D > IAD > j.S > j.H, c.S > 6H WS > 6H Corner 203 All [4] Hard Meter-less wallbreak in corner from CH 2D. 88843
(PC)
1.29
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D]~8 > j.H > j.D > jc > j.S > jc > j.SS Anywhere 194 Everyone 5[D] overhead starter Video 1.24
5[D]~8 > j.D > j.S > adc > j.S > j.DD Anywhere 198 Everyone except AN, BA, or HC Can work on characters it usually whiffs on with precise delays, but if you're going to be precise just add an extra j.S to the other combo instead 1.24
(41236S) 5[D]~8 > j.H > j.D > j.S > j.D > j.S > j.D > j.D Anywhere 226 Everyone 5[D] overhead starter with tether. Video 1.24

Throw Combos

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
Throw > PRC, dl.c.S > 6H > 236K, dl.c.S > 6H > 41236H~H Anywhere 135 Everyone [2] Easy Simple grab combo with PRC extension. Slight delay after grab to get PRC instead of RRC Video 1.24
Throw > 66RRC, dl.c.S > 6H > 236K, dl.c.S > 6H > 41236H~H > WS 6H Near corner 169 Tested on Ky [2] Easy Leads to wall break as long as you're not midscreen. 1.24
Throw > PRC, dl.c.S > 6H > 236K > c.S > 6H > WS 236K Corner 164 Everyone [2] Easy Can be finished with either Kabari but second Tatami does a few points more damage Video 1.24
Throw > PRC, dl.c.S > 5[D], c.S > 6H > 236K, dl.c.S > 6H > 41236H~H Anywhere 150 Everyone [3] Medium Slightly more damage than other listed routes. Video 1.24
Throw No tether version (4/6[D]) > 5k > 6H > 236K > c.S > 6H > 41236H~H Anywhere 129 Everyone [3] Medium Meterless conversion from landing a throw when tether is up, the last 6H cannot be landed if the tether snaps early so skip it for consistency if that is a concern. Video 1.33

Special Move Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2369S > 66FRRC~j.H > j.236S5K > j.D > 66 > j.S > j.D > j.236S WS ▷ j.D WB Corner 215 All [3] Medium Corner TK YouzansenGGST Baiken j236S.pngGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS) combo using FRC to save meter. Video 1.29
2369S > 66RRC ▷ 665K > j.S > j.H > j.D > adc ▷ j.S > j.H > j.D WS ▷ j.D WB Mid to corner 201 Tested on KY [2] Easy Easier route for midscreen-to-corner TK YouzansenGGST Baiken j236S.pngGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS) combo. Needs a microdash before 5K. Video 1.24
2369S > 66FRRC~j.H > j.D > 236K > 66 > c.S > 6H > 41236H~H WS ▷ 6H WB Corner 216 All [3] Medium TK YouzansenGGST Baiken j236S.pngGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS) corner combo. Can elect to end with Tsurane Sanzu-watashiGGST Baiken 236236S.pngGuardAllStartup8+1Recovery48Advantage-32 for more damage and knockdown. Requires air tatami to hit on its first active frame for full damage. Video 1.29
2369S > 66RRC ▷ 5K > j.S > j.H > j.D > adc ▷ j.S > j.H > 2369S WS ▷ 5[D] WB Corner 202 Tested on KY [2] Easy Corner TK YouzansenGGST Baiken j236S.pngGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS) combo using 66RRC for wallbreak. Video 1.24
CH 41236S > c.S > 2H > 236K > c.S > 6H > 41236H~H Anywhere 164 Tested on Ky, Pot, Gio [2] Easy CH tether into HKD 1.24
41236S > PRC~c.S > 2H > 236K > c.S > 6H > 236K Anywhere 159 Everyone [3] Medium If you ever wanted to to convert a 41236S Video 1.24
(CH)41236S > RRC~5[D] , c.S > 5[D] , c.S > 5H , c.S > 5H > 41236H~H WS Corner 262 w/Counterhit & 236236S WB ender Everyone [5] Very Hard Optimal universal Fast Roman Cancel corner route for S kabari. Much easier to confirm into on Counterhit but possible on non-Counterhit. Builds enough tension to wallbreak with super starting from 50%, so long as you kara through Kabari for the startup tension. 106745
(PC)
1.24
(Throw > 5K OTG > IAD >) j.236S > 5k > 6H > 236K, c.S > 6H > 41236H~H Midscreen 160 Everyone Crossup j.236S confirm with tether. Video 1.29
(Throw > 28 >) j.236S, Microdash c.S > 6H > 236K, c.S > 6H >41236H~H Anywhere 160 Everyone? [3] Medium Ambiguous j.236S Crossup after 6D knockdown. Superjump as soon as recovery on the throw ends and delay the j.236S until you're head high to Ky to crossup. Microdash c.S can be replaced by 5K. 1.24
236P > 66RRC~c.S > 6H > 41236H~H Anywhere 170 Mids/Lights [3] Medium Video 1.24
[2]369S > 66FRRC > j.H > jc > j.S > j.H > j.236K > c.S > 6H* > 41236H~H Anywhere 206 Everyone [3] Medium Not holding 2 for a bit makes you superjump, prohibiting the jump cancel. *Use 5H if close to the corner. 90626
(PC)
1.24
[2]369S > 66FRRC > j.H > jc > j.S > j.H > j.236K > 5k > 6H* > 41236H~H Anywhere 201 Everyone [3] Medium Easier version of above combo that deals a little bit less damage. Does not require delaying j.236k. Jump cancel j.5h into j.5s for both of version with forward jump (9). 5k immediately after landing vs heavies. 108863
(PC)
1.25
2369S > RRC > j.H > c.S > 6H > 41236H~H Anywhere 155 Everyone [2] Easy Beginner TK Youzansen combo 1.24
IAD > CH 236S > 5K > jS > jD > 66 > jS > jH > cS > 6H > WS > 6H Near Corner 207 (227 OD) Everyone [3] Medium Near corner combo with Youzansen starter & Wallbreak; delay required after j.D to gain the proper height to finish combo. Can super for more damage. 1.29

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